testing...

2001-07-28 Thread Miriam English

Is the list still alive?
Just a test. :-)


-=-=-=-=-=-=--
Q. What is the similarity between an elephant and a grape?
A. They are both purple... except for the elephant.
-=-=-=-=-=-=--
http://werple.net.au/~miriam
http://members.optushome.com.au/miriame
Virtual Reality Association  http://www.vr.org.au




Re: Graphics Lunch at Stanford

2001-03-07 Thread Miriam English

[moan] I wish I could be there but I am on the other side of the planet. :(

If anybody makes it along to the talk would they consider posting a 
condensation of Andrew Glassner's talk. I would love to know what he has to 
say. I am just now quitting my paid job to embark on my own VR fiction 
project. [gulp]

Best wishes,

 - Miriam


At 06:53 PM 06/03/2001 -0800, Par Winzell wrote:
Don't know if any of you guys are local and/or interested
in this -- this Thursday --

 http://graphics.stanford.edu/glunches/glassner.html



Fiction, Graphics, and Interaction: Storytelling for a Wired World

Andrew Glassner


Abstract

People love stories. Good stories can grab us by the gut and take us
on an adrenaline-powered rush, they can grab us by the heart and make
us feel deep emotions, they can stimulate our minds and make us think,
or do all of these things and more. Given the importance of stories,
the art and craft of storytelling has been raised to a very high
level. Skilled practitioners constantly search for new and effective
media in which to create works of fiction. The hardware and software
of today's computational and communications environments hold richly
attractive possibilities for storytellers. The promise of massive,
interactive computer environments has caught the imagination of some
developers, and a passionately dedicated (though relatively small)
audience. But these environments have so far lacked the elements that
have made traditional stories successful - that is, they are places
filled with people and objects and short missions, but no overall
narrative. The commercial appetite for fiction is enormous: it is the
sum of television, films, novels, and more. But we have yet to see a
commercially breakthrough title in interactive fiction. In this
speculative talk, I will argue that there are a few basic principles
that are satisfied by almost all successful storytelling media, and
suggest some visual and structural ways to apply those principles of
storytelling to create a new style of massively participatory fiction.




I'll try to go; not sure yet.

Zell

Q. What is the similarity between an elephant and a grape?
A. They are both purple... except for the elephant.
-=-=-=-=-=-=--
http://werple.net.au/~miriam
http://members.optushome.com.au/miriame
Virtual Reality Association  http://www.vr.org.au
Part of the development team for http://escape3d.com




RE: virtual storytelling conference

2001-01-28 Thread Miriam English

An excellent point Len! I had gotten myself all excited by this conference, 
but maybe I would do better to just continue with developing my VR fiction 
piece. It certainly would save me bucks... and those would be more $$ I 
could afford to spend on surviving while creating my... u... opus. :-)

On the subject of platform capabilities, you are totally right there. I was 
musing on the same thing over the weekend, remembering 30 years ago when I 
left school trying to save up enough money to buy a 4 function calculator. 
Now I can buy my Dad a PalmV handheld computer and hardly blink!!! Speaking 
of the Palm there is actually a Doom-like 3d game for it, and Cortona is 
available for WinCE devices (the Palms don't use WinCE). What an amazing 
world is developing. I can hardly wait to see what each new day brings.

Best wishes,

 - Miriam


At 06:14 PM 28/01/2001 -0600, Bullard, Claude L \(Len\) wrote:
That is cool.

After looking at the worlds on a hotter platform
this weekend, seeing real time motion, fast good
sound, and so on, I am of the opinion that we
no longer have the platform barriers we had
three years ago to building very compelling
vrml-lit.  It is just time, imagination, and
team work now.   I wonder if perhaps in all
these conferences, neat though they are, and
all the credentialed speakers, if these folks
are not the reincarnations of the academics
who looked for The American Music in the
early part of the twentieth century while
down in Chicago, Louis Armstrong was making
it.  They did not hear it because *he*
was not what they were looking for.

See Ken Burns series on Jazz on PBS or
however you get it in Oz.  There are
some insights in that history on one
period when a new language of expression
emerged, and just how little the well-heeled,
well-educated, well-mannered, well-credentialed
had to say about it because in reality, they
had nothing to say.

Those who did spoke well.  The kids building
Doom worlds may be leJazzHot as Clay Shirky
points out!

Len
http://www.mp3.com/LenBullard

Ekam sat.h, Vipraah bahudhaa vadanti.
Daamyata. Datta. Dayadhvam.h


-Original Message-
From: Miriam English [mailto:[EMAIL PROTECTED]]
Sent: Sunday, January 28, 2001 5:57 PM
To: [EMAIL PROTECTED]
Subject: virtual storytelling conference


Hiya folks,

Anybody heard about the first Virtual Storytelling Conference, being
organised in Avignon, France for September this year? It sounds wonderful.
Read about it on:

   http://www.virtualstorytelling.com/ICVS2001/

Best wishes,

   - Miriam


Q. What is the similarity between an elephant and a grape?
A. They are both purple... except for the elephant.
-=-=-=-=-=-=--
http://werple.net.au/~miriam
http://web.access.net.au/miriam
http://ariadne.iz.net/~miriam
Virtual Reality Association  http://www.vr.org.au
AWABA - free kids' world  http://www.awaba.com
Part of the development team for http://escape3d.com

Q. What is the similarity between an elephant and a grape?
A. They are both purple... except for the elephant.
-=-=-=-=-=-=--
http://werple.net.au/~miriam
http://web.access.net.au/miriam
http://ariadne.iz.net/~miriam
Virtual Reality Association  http://www.vr.org.au
AWABA - free kids' world  http://www.awaba.com
Part of the development team for http://escape3d.com




articles in Scientific American

2001-01-01 Thread Miriam English

Hi ppls,

The November 2000 issue of Scientific American has a bunch of articles on 
digital entertainment. In Oz our issues are always late so it is the 
current one here, but you guys will have to get it at a library or 
back-order it.

There are 6 articles on the digital entertainment theme in there, but I 
expect the last 2 would interest you folks most: a piece by the legendary 
Alvy Ray Smith, "Digital Humans Wait in the Wings", and another by 
Glorianna Davenport of MIT Media Lab, "Your Own Virtual Storyworld". I 
found them interesting.

There is a little bit of the info online at http://www.sciam.com but only 
enough to whet your appetite.

Hope 2001 treats you all well. (Funny, it feels the same as last year.)

Best wishes,

 - Miriam



Q. What is the similarity between an elephant and a grape?
A. They are both purple... except for the elephant.
-=-=-=-=-=-=--
http://werple.net.au/~miriam
http://web.access.net.au/miriam
http://ariadne.iz.net/~miriam
Virtual Reality Association  http://www.vr.org.au
AWABA - free kids' world  http://www.awaba.com




Re: articles in Scientific American

2001-01-01 Thread Miriam English

Heheheh  :-) Didn't realise you were a member of this list Robert. I must 
admit that after posting my email I looked up the Scientific American pages 
on the net and found that only your article featured online. I learned a 
lot from your article. I am grateful.

I also noticed the Amateur Scientist article in that issue was on boids!
How could I have not noticed that earlier??? It is also online with lots of 
links.

Cheers,

 - Miriam



At 06:41 PM 01/01/2001 -0800, you wrote:
Well, hmph!  I would think that an article by one of your own list members
(albeit a quiet one!) in the same issue would rate as interesting as well!
;-)  I was co-author of the article "Creating Convergence". It's a great
issue, but unfortunately only a bit of it online.

Robert
--
Robert W. Saint John - [EMAIL PROTECTED]
Nearly News Productions, San Diego

- Original Message -----
From: Miriam English [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, January 01, 2001 6:11 PM
Subject: articles in Scientific American


  Hi ppls,
 
  The November 2000 issue of Scientific American has a bunch of articles on
  digital entertainment. In Oz our issues are always late so it is the
  current one here, but you guys will have to get it at a library or
  back-order it.
 
  There are 6 articles on the digital entertainment theme in there, but I
  expect the last 2 would interest you folks most: a piece by the legendary
  Alvy Ray Smith, "Digital Humans Wait in the Wings", and another by
  Glorianna Davenport of MIT Media Lab, "Your Own Virtual Storyworld". I
  found them interesting.
 
  There is a little bit of the info online at http://www.sciam.com but only
  enough to whet your appetite.
 
  Hope 2001 treats you all well. (Funny, it feels the same as last year.)
 
  Best wishes,
 
   - Miriam
 
 
 
  Q. What is the similarity between an elephant and a grape?
  A. They are both purple... except for the elephant.
  -=-=-=-=-=-=--
  http://werple.net.au/~miriam
  http://web.access.net.au/miriam
  http://ariadne.iz.net/~miriam
  Virtual Reality Association  http://www.vr.org.au
  AWABA - free kids' world  http://www.awaba.com
 
 

Q. What is the similarity between an elephant and a grape?
A. They are both purple... except for the elephant.
-=-=-=-=-=-=--
http://werple.net.au/~miriam
http://web.access.net.au/miriam
http://ariadne.iz.net/~miriam
Virtual Reality Association  http://www.vr.org.au
AWABA - free kids' world  http://www.awaba.com




Re: storytelling tricks

2000-11-29 Thread Miriam English

At 02:09 AM 20/11/2000 -0800, Michael N wrote:
"True" 3D worlds have more options to chose from...
Depending on what the user did see so far, how his
interaction did influence the upcoming scene behind
the door, what stage the world is in ... etc. the
camera could approach the transition between to
locations differently each time. For example it could
jump from a third person pov to a first person one or
change to an extreme camera angle.
I cannot play Resident Evil anymore, because I always
get the same transition between rooms - what a wasted
opportunity.

This is one of the cool things about 3d... or should be. Because you have 
the freedom to move the camera anywhere just by giving it new coordinates 
it should be simple and a great incentive to vary the view. Video has it 
really hard by comparison: if they want to show a different view or use a 
wider lens they have to shoot it all over again, compress it, and save it 
on scarce mass storage space. 3d just has to save a few bytes.


IMHO the mentioned western trail from nowhere to
somewhere heads towards another discussion: Can a VR
environment offer the pleasure of a road movie? Or
does it offer the pleasure of a digital journey?
Somehow the question of transition has to be solved
very differently for these two ... u-o

This touches on something that came up some time back on this list... 
making a story for the enjoyment of the journey rather than the final 
destination. It just occurs to me that it would lend itself well to 
open-ended stories, where the user affects the events.





writing scripts

2000-11-29 Thread Miriam English

I have been thinking about how best to script a 3d story. I have for some 
time enjoyed reading scripts and have often thought how writing 3d story 
would differ from writing a standard film script.

I started writing a story a couple of years ago with the intention of 
making it as a work of VR Fiction (gotta find a less clumsy name than 
that). I began writing it as if it was a short story. That kinda worked, 
but it is hard to keep in the mode of writing it for VR; I found it too 
easy to drift back into normal writing habits, like mentioning what is 
going on in someone's head, and you can't show people's thoughts in VR 
easily. So I figured I need to adopt some format that keeps me restricted 
to what can be shown in VR. I am rewriting it as if I was writing a film 
script. The problem is that VR is different to film, even though this is a 
pretty standard film-like story with a ghostly, non-interactive viewer. (We 
need a name for that too.)

Actually, writing it as a script seems to be working fairly well so far...

I doubt anyone else has come up with any ways to write for VR Fiction... it 
is too early yet... but does anybody have any ideas that can help? Even 
with a fairly standard linear non-interactive format. (We really do need 
names for this stuff.)

I guess ways to do this will just happen as people actually create it.

Of course the really hard stuff is the interactive, non-linear formats. Do 
you have any way of approaching this stuff Paul? Or do you just do it as it 
occurs to you in a meandering fashion? (That is how I do many of my 
drawings... and many of my stories too.) [sigh]

Cheers,

- Miriam





Fwd: Re: storytelling tricks

2000-11-19 Thread Miriam English

I am forwarding this for Niclas.

Cheers,

 - Miriam

Date: Sun, 19 Nov 2000 18:20:55 +0100
From: Niclas Olofsson [EMAIL PROTECTED]
X-Mailer: Mozilla 4.73 [en] (Windows NT 5.0; U)
X-Accept-Language: en
To: Miriam English [EMAIL PROTECTED]
CC: [EMAIL PROTECTED]
Subject: Re: storytelling tricks
X-MIME-Autoconverted: from 8bit to quoted-printable by 
soran.pacific.net.au id EAA16627

Miriam et al,

Always nice to see trafic on this mail-list. Hmmm, maybe that is because
it never lasts :-)

Miriam English wrote:
  There is a problem with VR Fiction in that it is difficult to know when to
  cut or fade to another scene if your viewer is able to wander around the
  world. You may have set up the story to deliver an important piece of info
  to build suspense then cut to another scene for dramatic impact. Or you may
  wish to use some of the time-compression tricks that books and cinema use,
  where a lengthy, but uneventful, period is cut from the story to avoid the
  audience becoming bored.

IMHO..

A good story consist of a purpose and a surtain amount of sub-goals. A
storys sub-goal is met when the current state of the story is equivalent
to a surtain pre-defined (or otherwise defined) state. Users and/or
agents are the actors responsible for changing the state of the story,
thus driving the story in some direction by fulfilling sub-goals.

In a typical VR story there are several ways users and agents can change
the state of a story. Sensors on objects, locations, etc, are one way,
state changed by time-aware agents are others. We call this interaction.
An interaction that does not change the state of a story in a way that
it affects a sub-goal is out of scope since it should/would most likely
not drive the story in any direction.

Where does transitions fit in then? Is transitions mearly an action
triggered by fulfilling some arbitrary sub-goal or does it constitute
it's own place in the theory? Maybe transitions is the poor author's
tool to tightening up a discontinous story? Maybe it's just storytelling
make-up?

I believe that if you want to find an answer the question you need to
look at if and to what extent transitions contribute to the purpose of a
story, and perphaps even how they relate to sub-goals.

How would you like to define TRANSITION?

Cheers,
/Niclas
--
Niclas Olofsson - http://www.ismobile.com
Product Development, isMobile, Aurorum 2, S-977 75 LuleƄ, Sweden
Phone: +46(0)920-75550
Mobile: +46(0)70-3726404

 How I wish I could enumerate PI easily
  3. 1  4   1   5   9  2   6
-=-=-=-=-=-=--
http://werple.net.au/~miriam
http://web.access.net.au/miriam
http://ariadne.iz.net/~miriam
Virtual Reality Association  http://www.vr.org.au
AWABA - free kids' world  http://www.awaba.com




Re: storytelling tricks

2000-11-19 Thread Miriam English

[Miriam hits herself in the forehead with the heel of her hand]
Why didn't I think of that?!
This is a lovely idea -- they do it in noir detective stories too, in a 
different way.

[voice-over]
"I got a call from an excitable dame down on West 54th Street. She wanted 
to meet me at a speakeasy down by the docks -- smells like a set-up... 
that's where I was headed now..."

But you would probably have to be careful to make it part of the atmosphere 
of the piece. Intrusive can equal annoying, as pixel-bitch (heheh) indicates.

Cheers,

 - Miriam


At 11:38 AM 19/11/2000 -0600, Rev. Bob 'Bob' Crispen wrote:
The voices are telling me that Miriam said on Friday, November 17, 2000:

- The user could be tugged gently toward the viewpoint where the
  important event is to happen.

[snip]

- The user could be attracted to the important pice of action by
  capitalising on psychology.

If the plot point is delivered by a character, the character could
simply go to the user.

Or if the user is interacting with a character, that character could
deliver the plot point.  Of course, that could give us situations where
the character and the user could be, uh, snuggling, and the character
says "By the way, did you know that the telescope room rotates?"

Come to think of it, I've seen that in TV dramas.

Or you could have Pixie Bitch show up (that's what the MCPs in my
family call the character in Zelda who's always interrupting you with
"get back on track" messages while you're trying to complete youe
skultulla collection or are in the middle of getting killed by Bongo
Bongo).

If we had a can of bug spray, she'd be history.
--
Rev. Bob "Bob" Crispen
crispen at hiwaay dot net

I plead contemporary insanity.

 How I wish I could enumerate PI easily
  3. 1  4   1   5   9  2   6
-=-=-=-=-=-=--
http://werple.net.au/~miriam
http://web.access.net.au/miriam
http://ariadne.iz.net/~miriam
Virtual Reality Association  http://www.vr.org.au
AWABA - free kids' world  http://www.awaba.com




storytelling tricks

2000-11-17 Thread Miriam English

Hi folks,

I meant to send this much earlier, but all my notes had got deleted from my 
Palm computer somehow, and hadn't been backing up properly to my PC... grrr
:-(

Anyway, here goes


There is a problem with VR Fiction in that it is difficult to know when to 
cut or fade to another scene if your viewer is able to wander around the 
world. You may have set up the story to deliver an important piece of info 
to build suspense then cut to another scene for dramatic impact. Or you may 
wish to use some of the time-compression tricks that books and cinema use, 
where a lengthy, but uneventful, period is cut from the story to avoid the 
audience becoming bored.

Here are 3 possible solutions to add to our toolkit:

  - The user could be tugged gently toward the viewpoint where the 
important event is to happen. The pull on the user could even be in 
proportion to the importance of the event. If the user wants to continue to 
explore they can easily resist a gentle pull, but ignoring the strong tug 
of an important event would be difficult. Playing out an amusing joke would 
have a soft tug associated with it, and a pivotal plot device would drag 
the user almost irresistably to the viewing position/angle. In both cases 
the tug is released as soon as the event is over so that the user is again 
free to wander.

  - The user could be attracted to the important pice of action by 
capitalising on psychology. Loud noises, bright or blinking lights, 
movement, certain sounds (telephones, baby cries, human screams, etc) are 
difficult to ignore and can bring the viewer to the scene without intruding 
on the user's sense of freedom. If a person looks in a direction fixedly or 
with some unusual emotion showing then that also makes audience members 
look toward the same thing. Magicians know all about these tricks -- how to 
direct a person's attention where you want it to go. Many artists, too, 
understand how to direct the viewer's attention around their picture (my 
own drawings are not as detailed as they appear because I tend to put 
detail only in the parts people look at).

  - The user could be confined by natural barriers. Locked doors, walls, 
cliffs, stampeding elephants, an impenetrably dark area, interior of a 
vehicle...

Some time back on this list, I think, the question was asked as to how time 
could be compressed. Movies and books do it well. An example was given of a 
character grabbing her keys and exiting the room, getting in her car and 
driving to another place 20 minutes away. Writing that is easy -- I just 
did. Filming it is more difficult but still can compress 20 minutes down to 
just 20 seconds by cutting from scene to scene -- inside, external, inside 
car, arriving at destination. Making the same sequence in VR could be quite 
difficult if the user is allowed to wander, but here is one way it could be 
done.

The actor-character can get a phone call which they don't answer 
immediately. Letting it ring for a while gives time for the viewer to 
become curious and come back to the room if they have wandered elsewhere. 
Then when she answers the phone she can be angry and yell at the person at 
the other end. This ensures that we have the viewers' attention. Being 
dramatic like this won't be necessary in the future when we have an 
understood set of signals that viewers will easily understand, but at the 
moment the art is in its infancy and we will probably need some degree of 
overkill to get our point across. Remember though, that loud is not always 
the best to way to get attention.[Some time back I was in a room crowded 
with people all talking, and two people started to whisper. Everybody in 
the room stopped to look and listen. The two ceased and looked 
self-consciously around the room. Everybody realised what had happened and 
broke into laughter.] Anyway back to the example... the character now asks 
something like "What? It is there now?! OK, this I gotta see! I am coming 
right now!". She hangs up and exits the door, runs down the stairs to the 
car looks in her pocket for the keys (giving the viewer time to catch up), 
unlocks it and gets in. Now she delays by putting on her seatbelt, finding 
the car key, perhaps looking at the street directory or finding the address 
written on a piece of paper, or waiting for a break in the traffic. This 
gives time for the viewer to get in the car. After a while the car pulls 
out into the traffic and drives off. Some way down the road the car car 
fades out and fades in near the destination. To the viewer inside the car 
this would be accepted as a cinematic trick to compress time because not 
only the vision but sound would have faded. The car would now pull in to 
the curb and the driver would switch off the engine and exit the vehicle. 
The viewer would follow, curious to find out the reason for the journey.

OK, so there are a few tricks. Anybody think of other useful devices?

Best wishes,

 - Miriam


 How I 

Re: is this list still alive?

2000-11-16 Thread Miriam English

Heheheh. That was quick Sandy!
Now I will have to sit down and compose that post.  :-)
Cool.


At 10:15 PM 16/11/2000 -0500, Sandy Ressler wrote:
Yeah it's my favorite listlove the traffic ;-)
Sandy

Miriam English wrote:

  Hiya peoples,
 
  I wanna post some stuff here... is it still up?
  testing...testing... :-)

--
..
Sandy Ressler
About.com Guide to Web3D
http://web3d.about.com
[EMAIL PROTECTED]
..
Sign up for my free newsletter at:
http://web3d.about.com/library/blnews.htm
..

 How I wish I could enumerate PI easily
  3. 1  4   1   5   9  2   6
-=-=-=-=-=-=--
http://werple.net.au/~miriam
http://web.access.net.au/miriam
http://ariadne.iz.net/~miriam
Virtual Reality Association  http://www.vr.org.au
AWABA - free kids' world  http://www.awaba.com




invited Mark Pesce

2000-11-16 Thread Miriam English

Hi Peoples,

I just invited Mark Pesce. I actually promised him some time back that I 
would let him know how to join, but work and my sieve-like brain delayed that.

He expressed interest in VR fiction when I spoke to him briefly last month 
after he gave a talk over the phone to a large audience at the 
ElectroFringe Festival here in Oz.

I have some possible solutions to VR Fiction problems posed by various 
people on this list.

More shortly,

 - Miriam


 How I wish I could enumerate PI easily
  3. 1  4   1   5   9  2   6
-=-=-=-=-=-=--
http://werple.net.au/~miriam
http://web.access.net.au/miriam
http://ariadne.iz.net/~miriam
Virtual Reality Association  http://www.vr.org.au
AWABA - free kids' world  http://www.awaba.com




Re: content on the Web

1999-12-23 Thread Miriam English

I am hoping to do some VR fiction in the next few months if I get time.

I will probably be working on a system for a dance performance to input
movements to avatars thru cheap webcams for the next few months (beats
having to use mice, joysticks, and expensive data suits). After that I want
to sit down and do some serious VR fiction. I have a semi-permanent job
managing a multi-user virtual world at the moment so hopefully that will
pay the bills.

I have a story eating its way out of me at the moment. It is about VR -- I
think that would make a nice self-referential base for my first piece of VR
fiction.

Best wishes,

- Miriam

-
http://werple.net.au/~miriam/

Virtual Reality Association (VRA)
Melbourne, Australia
http://www.vr.org.au/



the psychology of cyberspace and virtual worlds

1999-04-03 Thread Miriam English

Hi people,

I am on another list for women in VR, and Teresa Rivera posted this link to
an amazing site:
http://www.rider.edu/users/suler/psycyber/

Fascinating stuff. Basically it is an online book of articles on the
various issues surrounding virtual communities. What I have read so far
seems very down-to-earth and useful for some of my story writing.

Thought you bods might be interested too.

Cheers,

- Miriam

---
I have a computer, a vibrator,  pizza delivery. 
Why should I leave the house?



Re: Unidentified subject!

1999-02-19 Thread Miriam English

At 11:37 18/02/99 +1100, Miriam English wrote:

Is that like unidentified object?  :-)

erk! please excuse that sudden fit of stupidity. (The problem with being a
twit on the net is that it ends up on lots of other people's machines all
over the world as incontrovertible proof of your imbecility.) [sigh]

Apologies,

- Miriam

---
I doubt, therefore I might be.



Re: Unidentified subject!

1999-02-17 Thread Miriam English

Unidentified subject...

[chuckle] 

Is that like unidentified object?  :-)


- Miriam (exits stage right, a-laffin' all the way)

---
I doubt, therefore I might be.



cool content

1999-02-14 Thread Miriam English

You have probably already seen these, and I know they are slowed terribly
by the current state of machinery, but for beautiful worlds check out the
Chesley Bonestell dedications at:
http://pluto.njcc.com/~paulsam/moonship/Welcome.html

It is not interactive and doesn't tell a story, but it shows the
photo-realistic end of the scale is there -- using ordinary vrml, NOW!

If we make simpler, 'cartoony', interactive, animated stuff and bide our
time, gradually the fps will increase allowing us to achieve stuff like the
Bonestell tribute in full, animated, interactive glory. Even if there is NO
improvement in vrml in the next few years (very unlikely), the
ever-increasing speed of processors will bring it to us anyway.

And what is wrong with cartoons anyway :-)  I love Rocky And Bullwinkle,
with its clunky animation, and childish backgrounds, and its wonderful humor.

Cheers,

- Miriam


All general statements are false.



Re: More on nonlinear storytelling

1998-06-15 Thread Miriam English

I've seen non-linear stories which were good - not great perhaps, but they
were written for young kids. Rose Estes' books from the Choose Your Own
Adventure series of novels (should they be called novels? or perhaps
branching short stories?). 

As for trying to make them come to a satisfying close, that was one of the
compelling things about them. You would read the stories, taking the
decisions you felt you should as they branched, and usually when you came
to the end of the story it was an unsatisfying end, but you always knew
that there was a satisfying "happily ever after" ending in there somewhere,
so tended to reread the story, taking different choices until finally the
story came out the way you wanted. 

I read one of the stories to my girlfriend at the time and was most
dismayed when the choices she took came out for the best, on her first time
through!

Cheers,

- Miriam

---
WWhhaatt   ddooeess   dduupplleexxmmeeaann??