Tuesday, 4 November 2014

Environmental Storytelling: Creating Immersive 3D Worlds Using Lessons Learned from The Theme Park Industry by Don Carson

http://www.primitive-eye.com/pdf_files/Enviromental_storytelling_pt1.pdf

Following on with research regarding environmental storytelling, I discovered this article that specifically discusses imported techniques that, if carried out effectively, will immerse the player in the environment.

This article focuses on the lessons we have, and can, learn from theme parks to help us create immersive 3D worlds. Theme park rides tend too do their best to enhance the overall experience by taking careful measures to insure the user is 'immeresed' in the ride. The techniques they use can be applied to 3D environments for games or other interactive experiences.

Physical Space

When designers are wanting to convey a certain story and more importantly, convey an emotion during a ride they must consider the physical space that the ride takes place in. This is vitally important and the main features which are incorporated with physical space are; colour, lighting and texture. Each of these variables can be changed in order to convey a different emotion or tell a different story. These factors are hugely important as this is what the users are experiencing first hand. The lights, colours and textures will literally be the first thing they see, and initial impressions are very important.

'...the next most important task is to answer your audiences first question.... "Where am I?" No matter how well designed your environments are, if your audience can not answer this question in the first 15 seconds, you are already lost.'

Story

The importance of story is another important feature of immersion. If the story does not make sense (i.e objects created after the 1980's featuring in an environment set in 1970) then the story looses it's authenticity and immersion in the environment is broken. Keeping the story matched with the environment will help the player get lost in this created world and appreciate everything that is happening around them. There are various ways too tell the story. This must be carefully planned and tested as some ways can be more enjoyable than others.

'Self discovery can be even more enjoyable than having the story spelled out for you in the opening credits. There are lots of ways designers can place story elements throughout their environments to lead their audience to conclusions designed into the game plot.

Familiarity

An important feature of storytelling and immersion is the use of familiarity. Certain objects will trigger a thought or idea in the users mind and with rule of thumb, they can decipher the objects meaning and perhaps understand more of the story - location, date, genre etc. Of course this can sometimes depends on the personal views of the user but for example, simple things such as a bed, light and wardrobe in a room would suggest that it is a bedroom.

Contrasting Elements

Having contrast in your environment can be very effective. Variety in your spaces can add interest as well as realism. Different sized and types of room can be very exciting to wander around in in order too discover and appreciate certain aspects of the room.

'...medieval cathedral or even a large old church, there is a reason the vast interior is so awe inspiring. What you may not realize when you enter, is that the architects of these places have forced you to enter the church through a small confined space, before revealing the monumental interior of the main church. This is done quite on purpose, and it is the contrasting effect of having been confined in a small space that makes the adjacent room all the more dramatic.'

Conclusion

After reading this article I have come to find my research topic and main question change slightly. It is still within same scope so all previous research is still relevant. I will create a fresh new blog in order to signify the next chapter of my project.

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