goal of this project was to create an interactive artwork incorporating
elements of the fun and freedom of exploring an open-ended storyworld environment,
where (almost) anything can happen (as in a game like "Tomb Raider")
with the structural requirements of dramatic storytelling, where narrative,
conflict and obstacles create momentum and ever-increasing stakes for the
protagonist (as in a movie like "Star Wars").
On a much
more down-to-earth level, Dramat-iBlaster tells a story to an interactor
while encouraging her to explore a variety of tones, moods and dramatic
situations. The project is a prototype for an ongoing web-based collaborative
artwork oriented towards high-school aged students.
premise is taken from the traditional game of "mix and match"
drawings, where, for example, a character's hat, hair, eyes, nose, mouth
and chin come from different sets of selectable drawings, so that a whimsical,
balanced or bizarre character is created by the player. Dramat-iBlaster
consists of "layers" of animations and sound that are built up
according to the user's selections in the "eZ-nDing Actualizer"
interface. These layers are:
As is frequently
the case with interactive media, creating equally compelling elements
for each selectable option quickly escalates into an unwieldy production
task. This issue is addressed further below, but for purposes of this
prototype the implementation of the project was restricted to a modest
Interactive artwork, narrative story game, multimedia, make your own movie, interactive Flash movie by Mike Roy. Integrated Arts, animation, animated story game, storyworld, narrative time based artwork.
project is a prototype for an ongoing multi-user animated artwork. Because
the project is delivered through the widely available Macromedia Flash application,
any number of students and artists with access to Flash and the web could
collaborate on new animation elements, the combination of multiple scenes
into longer form movies, multiple sound elements and new approaches to interface
of an exponentially increasing number of media elements in order to provide
a new user experience for each user action is typically a barrier to the
development of interactive media. However, in the context of an open-ended
project, where many people are expected to participate and where a great
variety of elements would benefit the ongoing production with a steady
infusion of new ideas, this requirement becomes a useful means of keeping
the ongoing project fresh and interesting.