Monday, 16 April 2012

[DAY 4] [RESEARCH] Characteristics of Others

When I went to Plymouth to search for an apartment for University this year, I wanted to take that opportunity to come up with a few ideas for characters (and maybe character designs) by looking around the marketplace which was set up in the towns centre. I had my mind set out for a different culture, or a different nationality all together, then pick a random English person. I felt mixing up the design idea or perspective of a character could really make them interesting then what we are already used to.
I wanted an idea of two or three characters which I will be adding into my interactive story. In around an area just on the far side was a German stall full of different accents and languages coming from that area, ranging from German (of course), Dutch, Russian, and the thick and beautiful Korean accident. There was a few which struck my eye, so I took a few notes down of a small selection of people.

Here are the notes of the people I viewed around the marketplace;

Corey



Hane or Cobus(?)



Karola


Huppel



From these notes, I really felt like I have learned something from these people whom I observed and had created a few ideas from them. I believe that doing this really helped improve my image and not create a character with a personality that is quite commonly used.
(Take note; These are not the final characters.)


Sunday, 8 April 2012

[DAY 3] [RESEARCH AND DEVELOPMENT] Story Idea

My base story comes from a song called "Hell Must Wait" or (in German) "Die Hölle Muss Warten" by a band called Eisbrecher. I believe that the song is about a person is on the brink of death, but not willing to pass on to the afterlife, hence the name of the song; "Hell Must Wait". However, the music video dedicated to song illustrates the passed on, gambling against Death to win their lives back. At the end, they all loose, showing effectively that not everyone is so lucky to escape fate.
Die Hölle Muss Warten is a great way of showing life's unfair qualities in a nut shell. Eisbrecher does this quite a lot for their songs, hiding subliminal messages inside their songs about politics or life and how they see it.

Part of the Die Hölle Muss Warten video.

The story I have planned is going to be based on multiple choices. I feel the idea of the songs story is quite good for a challenge to see whether you can keep the competitor alive, or slip and end up dead. This way, it keeps the reader on their toes to create their own ending.

However, the choices made may be laid out like Mass Effect, the game which has many multiple choices to determine your characters story. Mass Effect's complicated and succulent story line makes you think of how possible it is to make such a story like it, multiple people worked constantly to perfect the story so it follows your exact conclusion to the bitter or rejoicing end.
I feel Mass Effect is a great example of how you control a story and how you make the story your own, by choosing your own options. Whether you adore a character, or you despise them, you can give your own opinion with the dialogue given. The way the story is laid out really sets an example for me, making me want to strive to give my story and the reader/player the most out of my comic.

Part of the Mass Effect 2 Playthough.

So, what does this all mean then? Well, I do have quite a thick idea of how this may work, and have the story to make you lean towards the edge of your seat. (Or, so I hope!)
With my story, decisions are key to progress into the next stage. Whether you make those choices clumsy or determined is up to you, the player.

Here is a rough Mind Map plot of what I would like to include in the story;


Wednesday, 4 April 2012

[DAY 2] [RESEARCH] Different Types of Storylines

The biggest pain for any story is the plot. Plots are normally based on real life events, something which has happened to the author, or is an inspiration from another source. Story lines are built up in three stages; 'Beginning', 'Middle' and 'End'. However, some stories tend to trail off into squeals or end in a cliff hanger, which makes the 'End' a plot point for a 'Beginning'. 'Middle' is the plot turn, or a twist. There always has to be a stir to create problems for your protagonist.
All of this information is great for a few books, but what about Manga and Comics? (Manga is the Japanese term for 'Comic' or 'Comics', but are traditionally made in a sequence of books, unlike Western Comics which are paper based.) Yet, they are no different to books themselves, but story wise, they could just keep going and going and... well... going! You're unsure of when the story of this certain Manga/Comic will end, and keeps you on your toes until the next issue comes through.
Games also offer this aspect. They work the same as stories from a book, however much more like a interactive based story then a handheld paper one. Some may not tell much of a story and just have a catastrophic event happen (Call of Duty/Modern Warfare) where it sends the player into an offensive. Or games with an intense story which explains the world in a great perspective, and have multiple stories inside it (Portal and Half Life). Maybe just even tell a story all together whilst you explore the protagonists own world (Uncharted and Tomb Raider). Films share the same build, but you don't ever interact with it, or control the character (Metal Gear Solid is known as a "Movie Game" because of its long cinematic cut scenes and amazing game play.)
Musical stories from bands are quite inspirational to many artists, normally telling listeners what has happened in their lives, or a real life take and how they view it, or a mystical world in which can be portrayed in words and music videos.

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Looking at Different Story Styles


[BOOK] Artemis Fowl
This fictional story follows the tale of a young, teenage boy, called Artemis Fowl the Second. Discovering the fairy culture, magical benefits and their gold, Artemis searches, in hope to find and kidnap a fairy of his own. Little does Artemis know, these fairies mean business, and when they stop playing by the rules, everything gets serious. The Artemis Fowl series is quite a playful yet serious series of books which are quite enjoyable when you get into them (there is 8 books all together). A story based on something very mythical, and putting it into the authors own perspective of how these mythical creatures work. The way Eoin Colfer treats this story is inspirational and very detailed.


[MANGA/COMIC] Full Metal Alchemist 
Full Metal Alchemist is about two teenage boys (Ed and Al) which go through their childhood fighting to get their own bodies back. An event of misused alchemy lead to Ed loosing an arm and a leg, and his brother loosing everything but his soul, which is bound to a suit of armour. Each issued book became more and more intense, story wise, and was completed within 27 books. Each issue always ended in a cliff hanger, or a very sad/happy note, depending what was happening during the time. This story was very much known for its plot twists and very strange outcomes which is quite amazing. Each problem Ed and Al faced always ended in discovery or tragedy, with no means of escaping their own fate.


[GAME] Mass Effect
This game has a story inside a story. The amount of creatures and races you will see is amazing, yet, each having their own story to tell about their world and the past and sometimes it all effects the main story. Depending on how you deal with situations in Mass Effect determines on how the end will turn out. The story is about a person called Commander Shepard, doing everything in their power to help save the galaxy from the evil forces called the Reapers. Many other races, aliens and humans, are also fighting against these forces, and support Shepard along the way, as they collect a few crew members of their own. I adore the availability of how much you can determine yourself in Mass Effect, and how you can make Shepard's story, your own.


[FILM] The Prestige
Magical as this film must seem, there's always a trickery right at the end of magical experiences.  The Prestige gives a feeling that there is more then what's going on in the current plot. Two men (Alfred and Robert), used to work together, now enemies in the magical business of Magicians. The rivalry started when Robert's wife drowned because Alfred tied a knot too tight for her to untangle and escape from. From there onwards, the two try to figure out each others tricks to get back at one another, but Alfred has the biggest trick of all, the Transported Man. Throughout the whole film, you're constantly trying to figure out Alfred's technique, as Robert struggles to explain it, himself. This film has an outstanding story, and a captivating motive. The story's stages is set out perfectly so that it acts like a magic trick from start to end. Leaving you, as the audience, in awe like any one watching a magic trick.

[SONG] High
High was one of Feeders greatest tracks, from their re-released fourth album "Polythene". The song seems like it is explaining about the beauty of age and life. Enjoy it whilst you can, and even through the harsh times, appreciate the greatness in life. It explains the feeling, the smells, the touch of everything around, and how it's effecting. This song is mostly remembered by Jon Lee's unfortunate suicide in 2002, and was played as tribute to him. Grant Nicholas believes that this song is a clear image of him, and went on to create "Comfort in Sound", the album dedicated to Jon Lee. High is a real good example of how to explain senses in a great form, and in little detail, quite like poetry.