Viewpoints are story devices.

The application of story devices depend on the driver of a scene
(that is, why is the scene being presented and how does it advance the
plot).  

We considered a single viewpoint in IS but it made other 
tradeoffs difficult.  IOW, you enter the world looking at 
the Sun with a narrator (Jeanie) to do the setup.  
In the next scene, you have a different narrator who 
explains the history of the museum site (how DOES 
a small port in Kerry become a launch site for old 
Shuttles).  In the next scene inside the museum, a 
narrator (Mary McCarthy), explains to colonists what 
is occurring.  In the next scene, you are outside in space 
listening to radio conversations.  And so on.  

Essentially, Jeanie is the central storyteller, but 
not all of the time.  She is there to provide background 
and motivation.  In many ways, she is the heroic archetype 
in the story though some might think it to be the Captain.  
He is really simply driven by events.  She on the other hand, 
took direct measures to control events.  That is part of 
the story's moral about the Irish famine.

While IS is not a game, and not non-linear, it demonstrates how 
loosely IS is coupled by the viewpoints.  It is linear 
and whole because the real viewer is in most cases, 
passive.  Also, it takes several scenes to set up the 
story partially because it is a complex story with 
complex characters, and partially because I had 
all of these dudes building and wanting to get what 
they built used (everyone gets a solo, Elvis, so stretch 
the chorus a little longer).

If the user is more interactive, then the problems 
of viewpoint are much more severe because without the 
context of establishing them in the scene, the user won't 
acquire intuition about actions to perform.  So, I guess 
if we had to do it over again and not break the plot, I would 
have to invent a character such as Ishmael who is at 
every important event logically.  However, once done, 
then certain time-saving plot advancing tricks are harder 
to do.  Eg, the scenes where a character is reflecting 
mentally on a subject (Jeanie worries about the Captain) 
aren't logical (how would Ishmael know what Ahab is 
thinking unless he is guessing or being told).  If I gave 
up the ruminations, then it is much harder to establish 
emotional states that continuously draw the viewer 
into the story.  IMHO, this is critical:  a *game* may or 
may not involve the user emotionally, but if a *story* doesn't, 
it doesn't work.   Story devices exist to create emotion 
(eg, involve them in Jeanie's imprisonment), or to drive 
the pace (don't drop the dancers on their butts at a cadence).

Len Bullard
Intergraph Public Safety
[EMAIL PROTECTED]

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

> -----Original Message-----
> From: John D. DeCuir [SMTP:[EMAIL PROTECTED]]
> Sent: Thursday, June 18, 1998 10:39 AM
> To:   Dennis McKenzie; [EMAIL PROTECTED]
> Subject:      Re: Some good links
> 
> Hi Dennis,
> 
> >First of all, do we want to
> > go outside of 3d space (into textual space) to handle the interface?
> My own
> > thought is no we don't. Keeping the story immersive is hard enough
> without
> > the interactor's attention constantly being forced to deal with an
> > interface outside of the physical space of the story.
> 
> Agreed completely.  This is one of the reasons I'm trying to push hard
> for a standardized KeyboardSensor; I do NOT like the "click here" in
> an EAI applet approach that most people are taking.
> 
> The other question that this brings up is, well, should our stories be
> 1st person or 3rd person?  In other words, should the person behind
> the VRML browser be a passive viewer of the story, or actually be a
> member of the story?  I would think the former would be easier to
> implement, but the latter more involving.
> 
> At the risk of exposing historical inaccuracies, ancient Indians
> civilizations had a central storyteller, didn't they?  Like a
> narrator.  They didn't blindfold one member of the audience and make
> him or her live out the story, constantly changing the story on an ad
> hoc basis... however is this just because they didn't have the
> technology to make a compelling alternative reality?  If they did,
> would they have?
> 
> Just some thoughts.
>   -John
> 
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