Archive for the 'Multimedia' Category

50 Resourceful E-Marketing Tweets from Yours Truly

Wednesday, August 19th, 2009
  1. Apple’s design process revealed!
  2. Hilarious video about ‘Death By Committee’ group decision making processes. Love the logo designs!
  3. Naming tools to help get your creative juices flowing.
  4. The Components of a Writing Business Plan.
  5. Website up-time tool.
  6. What every web designer needs: A handy Lorem Ipsum generator!
  7. An online font tester!
  8. 100 things on the Internet that might be of interest to you.
  9. Type in a word to find rhymes, synonyms, definitions, and more.
  10. Life of Pi - Interactive promo. The mood that this creates is almost like a movie. Awesome.
  11. The website is down: Sales guy vs. web dude. Funny!
  12. ZeFrank’s song about social networking
  13. Good site for hiring freelancers to work on social media gigs or web dev projects.
  14. Quantcast - Free, competitive website analytics.
  15. See every mouse movement and every click on your website. Record & more.
  16. Fun brain teasers and exercises.
  17. Need to quickly translate text into another foreign language?
  18. Nice gift idea - give a personalized book to your child or relative.
  19. SEO tool. How many desired .edu or .gov links does your site have?
  20. Over 1,500 stories about coffee’s impact on real lives. Very cleaver marketing.
  21. Social search engine. Pretty cool.
  22. Where’s WaldObama? 1,474 mega-pixel picture of the Inauguration. Wow.
  23. Mint or Rudder - which is best online tool to manage your money?
  24. Runners. Track your distance, pace, progress & calories with this cool NIKE tool.
  25. Looking for the perfect Web 2.0 domain name? Try Dot-o-mator.
  26. Download free Web 2.0 logo designs!
  27. UGC traffic to triple by 2012, according to Cisco.
  28. UGC / user reviews are critical. See latest Nielsen findings.
  29. “The Crying Game” of viral marketing. So well done. Click till you see the surprise ending!
  30. U.S. real estate prices from 1980-present plotted to a roller coaster ride!
  31. I just love Howcast - learn about almost anything!
  32. Creepy girl. Watch as her eyes follow your cursor.
  33. Amazing interactive simulation by Motorola.
  34. Heatmap simulation for any image you upload. Sweet.
  35. Design for Emotion and Flow.
  36. Website User Journeys, Needs, and Trust: A Volkswagen Case Study.
  37. Very helpful usability blog site by Craig Tomlin.
  38. Net Promoter Score: Pro’s? Con’s? Full of bologna?
  39. Get Elastic’s landing page optimization webinar recap.
  40. Consumer purchase preferences by zip code.
  41. Free version of the Word of Mouth Manual Volume II.
  42. Social media marketing case study: Will It Blend.
  43. Free 34 page ebook - The New Rules of Viral Marketing.
  44. Social Web Analytics eBook 2008.
  45. Introduction to Good Usability - Free PDF Ebook.
  46. How to think virally w/ Jeff Benjamin, the creator of  Subservient Chicken.
  47. Customer Feedback Usability Insights.
  48. 5 new skills for the future of marketing.
  49. Bring Holistic Awareness to Your Design.
  50. Long live the Cluetrain Manifesto! 95 theses ahead of their time.

Source: http://twitter.com/jonsamsel

Master of Simulations: An Interview with Writer Terry Borst

Saturday, December 13th, 2008

Terry Borst is a terrific writer of new media and motion picture screenplays. I met Terry in the mid-1990’s when I was working as a multimedia publisher. With a college major in English and an impressive resume of writing credits to his name, I thought it would be fun to touch base with Terry again after so many years to see what he’s been up to. If you’re a fan of interactive stories, Hollywood movies, or educational simulations, you’ll enjoy what Terry had to share. Read on!

Q: What types of writing projects are you working on these days?

A: Books!  I’m currently co-writing my second book for Focal Press, on the topic of serious game and simulation development and production (from an independent game/low budget perspective).  The book will probably be published in late 2009 or early 2010, and follows up on my earlier co-written book, Story and Simulations for Serious Games.  (See the Amazon listing, or go to my LinkedIn page or terryborst.com to find out more).

The 2 books derive from several of the projects I’ve worked on the last few years:  scripting videogame simulations for the military and first responders.  These are pretty exciting because, as a writer, you get to enter new worlds and then see if you can build a convincing enough replica for professionals to test out tactical and strategic decision-making.  You’re quite involved with the design of the experience from the ground up, which is very creatively satisfying.

Q: Tell us about some of your previous projects.

A: For 20+ years, I’ve worked as a professional screenwriter and scriptwriter.  I co-wrote a sequel to the feature film MIDNIGHT RUN, and for years wrote episodes of a BBC action-adventure series syndicated in dozens of countries (which I still receive royalties for).  I scripted other independent and TV films, and got paid to write a lot of feature screenplays and pilot scripts that didn’t get produced.  And more than a decade ago, I got hired to co-write scripts for one of the most popular videogames in the ’90s:  WING COMMANDER.  I’ve written scripts for other entertainment videogames since then, before the recent migration to the simulations mentioned previously.  (You can find out much more about these titles on my website).

Q: What inspires you as an artist?

A: I think it’s impossible to answer this without lapsing into gauzy sorts of cliches.  Life inspires me; great art inspires me; all those moments when “a terrible beauty is born” (to quote Yeats).

Q: What creative mediums do you prefer to work in–and why?

A: While I may aspire to art, I pride myself on being a professional writer – and so I prefer to work in creative mediums where I get paid!  That said, there’s nothing like executing a feature screenplay really well:  creating a great story arc within a contained world is an incredible challenge.  I believe in art that takes us on a journey and provides closure:  a great painting or sculpture or piece of music can do this, and a feature screenplay is a kind of sculpture through time and space.

Q: Briefly describe your creative process–how do you get your ideas…how to you develop that idea…what steps do you take to bring that idea to lifeナwhat tools do you use?

A: Ideas are everywhere:  the trick (for new, original work) is to find the ones you’re willing to obsess about.  If I’ve got an obsession, then I keep thinking about it, and start to think about the kind of journey that can be taken within this obsession.  If necessary, I’ll do research, and I’ll start writing down ideas about scenes, parts of scenes, and characters.  You build something like this over time, and eventually you try to find some dramatic structure for the story that’s been accreting.

I’ve been fortunate that most of the work I’ve been doing the last 15 years has been work for hire.  So the initial concept for the project might not start with me.  Still, I have to brainstorm how to get into and get out of a scene.  Or, I might know that I want a videogame player to undertake a new mission.  But what’s the setup for the mission?  And what obstacles will confront the player on the mission?  Ideas are then frequently found by 1) figuring out the obvious way to reach my goal in a scene or sequence, and 2) then throwing out the obvious way and looking for the surprising way to reach my goal.

As to tools: At a very early stage, I still use 3×5 index cards to capture story beats, scenes, moments, etc.  But I’ve also used StoryView to construct outlines, and I’ll use Word for other outlines.  Then it’s on to Final Draft or Movie Magic Screenwriter, or sometimes other tools for more interactive projects.  These days, you could use a tool like Google Notes and use your cellphone to outline acts or missions or scenes.

Q: Do stories really need to be told interactively? What’s the advantage of this medium?

A: Interactive storytelling offers us (as creators) a new way to engage the “receiver”.  We can create new kinds of immersive narratives, and entertain and teach in ways we never could before.  WORLD OF WARCRAFT, BIOSHOCK and GUITAR HERO all create unique and even profound experiences for players, just as The Canterbury Tales, Dream of the Red Chamber, Middlemarch, Waiting for Godot and 2001: A Space Odyssey created unforgettable experiences for earlier generations.

Q: Looking back on all that you have accomplished throughout your career, what are you most proud of working on? Would you do anything differently if you could? What was your greatest lesson learned?

A: Most proud of working on: 1) The WING COMMANDER series, because we really did break some new ground; 2) a screenplay for a historical novel called The War Train, which sadly went unproduced to a regime change at Paramount.

Would I do anything differently? Probably lots, but all of this is about career management decisions, and hindsight is always 20-20.

Greatest lesson(s) learned:  1) You can’t write too much.  2) Plan for a career:  always consider where you want to go, and what can get you there.  3) Be entrepreneurial.

Q: Any advice you’d like to provide to people hoping to find work as a digital storyteller?

A: I think you have to find your own work.  The tools are within everyone’s reach now.  You should know how to shoot video, edit media, and work in Flash.  If you’re a good enough creator, you can launch your own YouTube channel and wind up making money.  If you’re just starting out, you need to wear multiple hats to succeed.

Q: Do you know of any useful online resources for budding digital storytellers?

A: Interestingly, my wife (Carolyn Handler Miller) actually wrote the book (literally!) on digital storytelling, titling it Digital Storytelling.  You’ll find a lot of references to it online.  That might be a start.

Game Developer magazine has most of its content online; gamestudies.org gets into the more esoteric side of videogame theory.

Assuming we’re really talking about interactive storytelling, then the novice creator needs to immerse him- or herself in interactive experiences.  Play games, spend time in Second Life, study webisodics.  You should discover what’s unique about interactivity when married to narrative (whether structured or post-hoc).

As a college English major, I always knew that reading the Cliff’s Notes was no substitute for reading the book.  Get in the game! as the console advertisement used to go.

Links:
http://www.linkedin.com/in/tborst
http://www.terryborst.com

Translation and Localization: Managing the Language and Cross-Cultural Mix in Global Corporate Communications

Monday, December 1st, 2008

Doing business in multiple languages requires a company to rely on qualified internal resources and expert consultants to translate and localize their content. By managing the cross-cultural language mix in their global corporate communications, firms can increase their chance of success while avoiding common communications bloopers.

Below is a link to an article on localization and translation that JBI Localization’s Jacques Boulanger provided to me several years ago for a CD-ROM project I was producing for Apple Computer. The information is still very relevant today.

Translation and Localization: Managing the Language and Cross-Cultural Mix in Global Corporate Communications

Social Recruiting: An Interview with Chris Martin

Thursday, October 30th, 2008

Recently, I had the good fortune of interviewing Chris Martin, managing director of the technology recruiting firm, BeAboveIt, LLC. He had some compelling insights and advice to share with prospective job candidates. Here is an excerpt from our conversation:

Q: How did you get started in recruiting and how long have you been doing this type of work?

A: I started in IT recruiting back in 2000, so this is my ninth year in the business.

Q: What type of work did you do before recruiting?

A: I played professional minor league baseball for 10 years with the Tampa Bay and Montreal Expos organizations. I played shortstop. The one thing I noticed as I transitioned from playing baseball to working in the ‘real world’ is how easy it was for me to handle the ups and downs of a normal work day. I remember noticing how upset people could get over the smallest things that happened to them on a daily basis. The one thing you have to do in professional sports is stay on an even keel; you can’t get too low and you can’t get too high.

Q: Can you describe what you do on a typical day?

A: Most of the day is on the phone, on the phone, on the phone! Calling clients (companies) and candidates and letting them know we are here to help them bridge the gap between the opportunities that are out there.

Q: I assume a recruiter needs to stay well connected. Any networking insights or best practices you can share that might help business professionals looking to improve in this area?

A: Recruiting is a relationship based business. Especially in tough times like today, it’s important to stay connected with people and let them know what you’re doing and how you can help. As a recruiter/staffing specialist, we can be the eyes and ears of the job market for you.

Job seekers can benefit from online social networking. I sometimes use LinkedIn.com to find candidates because I feel LinkedIn has a more professional approach than other social networking sites. There are a couple others out there though, such as Jigsaw, Plaxo, etc. Online social networking is important because it helps keep your contacts fresh and you tend to stay in touch with what’s really going on in the market.

Q: What are three traits that a successful recruiting company must have?

A: First thing that comes to mind when I hear that question is integrity. No matter how successful you become as an agency, you can’t let the dollar come before doing business the right way; which is a big reason why I started BeAboveIt Services.

Secondly, an agency needs to have experienced recruiters and account managers that have a good understanding of their client’s business units. I see and hear a lot of companies getting slammed with resumes from agencies and the candidate’s background & skills aren’t even close to what the company needs. As an agency, you really need to take the time to make sure the candidates can do the job AND do the job the way the company wants it done.

This leads to the third trait a recruiting firm must establish and that’s TRUST! If you do your job the right way, there’s nothing better than getting a call from hiring managers who have specific needs and they know you are going to find them the resources they need. Their job and reputation are on the line when they call you, thus delivering solid candidates is a must!

Q: What type of employment positions do you focus on—and why this niche?

A: BeAboveIt Services focuses on the IT industry (information technology) specifically. We handle positions from Helpdesk up to CTO level. Since the ‘dotcom’ era back in 2000, we have learned how to implement and use technology in better ways; technology will always be apart of successful business.

Q: What are some recent positions you have filled?

A: We find solutions for Fortune 1000 companies here in Southern California . We can handle contact/consulting positions, contract-to-hire, and direct hire placements. We recently placed a Systems Administrator (SharePoint Consultant) with a major international law firm; a Project Manager in a major entertainment studio, and QA/Business Analyst with a smaller media firm.

Q: How do recruiters make money?

A: This process varies from agency to agency. Some firms pay their recruiters a small salary with a commission structure. Some firms pay their recruiters on a draw vs. commission structure. More specifically, when direct hire placements (I use direct hire instead of permanent; no job is permanent, right?) are made, recruiters usually get a percentage of the fee paid to the agency. Likewise for consulting/contracting positions, recruiters get a set percentage of the gross margin made per hour.

Q: Can you give me an example of a job candidate you landing a job for that was especially meaningful to you?

A: I have been in this business for almost 10 years, that’s a lot of placements. But there was a recent placement that happened that was rewarding. The candidate interviewed with a company and the company really liked him and they wanted to move forward. The candidate was a Canadian citizen and was on a TN Visa. Just as they were finalizing the deal, the company put this position on hold as they were an international company and opening some offices in the Middle East. 5 months went by! The candidate would check in from time to time to see if there was any movement, the company wanted to still move forward but their hands were tied. The candidate called me and said if nothing happens in the next 4 to 6 weeks, I’m going to have to move back to Canada. I was really discouraged because I knew he really wanted to work there and the company did too. Finally, in the last hour, I got a call from the client asking if the candidate was still interested and available. Obviously he was and he started there 3 weeks ago and loves it! When things happen like that, it makes this job worth every penny.

Q: Do you have any recommendations for information technology job candidates looking to increase their chances of getting hired?

A: There are number of factors to increase your chances of employment. Composing a good resume, knowing what to say in an interview, etc. We help all our candidates throughout this process.

Contact Information

Chris Martin
Managing Director
BeAboveIt LLC
phone: 310-779-1417
fax: 310-284-8371
email: chris@beaboveit.com

What is Sequential (Linear) Interactive Structure?

Monday, October 6th, 2008

Sequential structure is the basic building block of both interactive and linear media projects. User navigation follows a strictly defined procedural path— one node after another. A user cannot jump from node A to node C, for example, without having first traversed node B.

Sequential structureAlthough sequential structure is built into the design scheme of practically every new media application ever produced, it is often not talked about. That’s because, for most interactive projects, linear structure is not the primary design structure used in the application; it’s simply an underlying design system that keeps things moving along (see image).

In the early days of multimedia (late eighties to early nineties), sequential structure was used quite heavily in projects such as electronic books and multimedia novels. The Voyager Company published many of these self-label “expanded books,” titles such as Douglas Adams’s Hitchhiker’s Guide to the Galaxy, Herman Melville’s Moby Dick, and The Complete Annotated Alice based on the Lewis Carroll stories.

Electronic books (“e-books”) helped to redefine the boundaries of the printed word. Writers and publishers were able to create works of fiction or nonfiction that their predecessors only dreamed of. Electronic books enhanced the standard text by adding elements such as images, sound, and animation.

In 1991, the first stages of the 3-D graphic novel Sinkha were put into production by noted Italian science-fiction illustrator Marco Patrito and his production team, Virtual Views. Sinkha was a labor of love that was created over a five-year period on a shoestring budget. Upon its final release, the title won the 1996 New Media Invision award for Best Electronic Book and was hailed as an idyllic mesh of art and fiction.

Sinkha stood out from every other e-book on the market because it was neither book, feature film, nor game. It was truly something different—the first 3-D multimedia novel—as its press kit proudly proclaimed. Tens of thousands of hours went into creating the title and the result is a beautifully rendered graphical environment unlike anything you have ever seen. The artwork in Sinkha has been compared to the quality images found in mainstream games such as Myst and The Journeyman Project.

The central story of Sinkha concerns the character Hyleyn, who wishes to leave home in search of adventure. She hooks up with the Sinkha, a godlike race of creatures who seduce her into their magical, synthetic environments. Hyleyn’s enchanters soon become her captors and the race is on to see who will prevail the innocent girl torn away from her family or the dark forces of the Sinkha. To advance Sinkha’s story, the user is required to click an icon to turn each “page.” This limited user interaction triggers new pages of text, mood-altering music, and a poetic dance of photo-realistic 3-D images to appear onscreen. Since the images are basically static (no animation or QuickTime movies in this title), users are drawn into the images in a search for deeper meaning. The end result is a user experience more like browsing pictures

Writing For the Small Screen: Interactive Screenplays

Wednesday, October 1st, 2008

Ready for a blast from the past? The following interview of Jon Samsel was conducted by American Writers Review and published in the July 1997 edition, Volume Two, Number Four.

Screenwriters are always interested in finding new mediums to work in, and the history of screenwriting illustrates this fact. First, it was plays. After plays, writers turned to radio. They moved from radio to movies, and from movies to television. At that point, it seemed as though the screenwriter could paraphrase those famous last words of Alexander the Great: “There are no media left to conquer.” Thank goodness the personal computer boom of the mid 80’s proved that sentiment to be untrue.

Today, interactive writing–”writing for the small computer screens,”–is a bustling market, and one that welcomes creative writers who understand the requirements of this highly specialized medium. AWR enlisted the aid of Jon Samsel, editor of the highly-acclaimed Multimedia Directory and co-author of the Interactive Writer’s Handbook (written with Darryl Wimberley), frequent conference speaker, in helping you understand what it takes to become an interactive writer.

A former agent and casting director, Samsel broke into multimedia in 1993. “Another agent friend of mine and I quit our jobs at the same time and formed a company,” he says. “All we knew was that we wanted to be involved with multimedia, but neither of us was a programmer or a graphic designer. We were writers and entrepreneuers. ” However, he and his business partner soon saw a need, and capitalized on it. We realized that the industry needed some sort of how-to or business publication that would help people like us make the transition into the multimedia industry. We came up with the Multimedia Directory as a means of answering the basic questions every newcomer had: Where are the multimedia companies located? What types of projects are they working on? How does multimedia get created?

In the beginning, writers weren’t often involved with creating interactive games. Instead, the people who coded the programs were also writing the stories. “These technical folk had been relegated to creating everything themselves,” Samsel explains. “Look at the first generation multimedia CD-ROM games. Visually, they are stunning, but from a structural standpoint, the character and plot development left a lot to be desired. So Darryl Wimberley and I wrote the Interactive Writer’s Handbook as a bridge between the technical culture and the creative culture.” In addition, “We tried to give some guidance not only to writers interested in this medium, but also to technical/business people–programmers and producers–who weren’t used to working with writers from the outside.”

Begin the Begine

Of course, like any other writing endeavor, the key to success in interactive writing lies in getting started. But how? Samsel says “That the most-often asked question at the seminars and conference where I speak. And the question I pose to them most often is, ‘Why does your story need t be told interactively?’ Just because the technology exists to tell your tale interactively, that doesn’t mean it should be told that way. It’s not a comment meant to discourage people, it’s meant to make them examine the foundations of interactive structure in order to discover why and how their story becomes a more compelling experience if told interactively.”

Before going any further, it’s important to define what Samsel means by the term interactive story. “It’s simple,” he says. “What I mean by the term is a story that requires feedback, interpretation and vision from its audience. Too many readers make the mistake of attempting to tell an interactive story that doesn’t need to be told interactively.”

As a guideline as to what works interactively and what doesn’t, Samsel draws a comparison between the interactive story and the bedtime story. “What happens in most modern storytelling media is that the writer is separated from his audience. He creates an experience, be it a book or screenplay, and the audience passively reacts to it. Readers visualize the beginning, middle and end based on what the writer presents to them. They interpret the characters, plot and resolution in a way that’s been predetermined by the writer. This is the normal way readers experience a traditional linear story.”

But take the classic bedtime story experience, where the adult reader sits with a child who listens as the adult begins to read a traditional, linear story. What happens? The child almost always interupts the narrative to ask questions: Who is that? Why did they do that? Let’s try this. What happens if that happens? These questions stimulate an interaction between story and teller– and between reader and listener. The storyteller is compeled to accommodate the child’s spin-offs of the linear narrative, as well as drill downs in the material. What happens is that, through their interaction, the story-teller and the child create a new story. That’s the difference in interactivity: the audience becomes a co-creator of an experience, he explains.

While that may sound exciting, it’s not easy. “The hard part for the writer is in deciding how the story will accommodate user choice,” he says. “That’s the sticky part. The audience can’t select a choice the writer hasn’t already created and embedded into the program. The reality of interactive writing is that the writer must build a predefined amount of choice into the ‘world’ of his story. Success lies in understanding what works well interactively– and applying your skills to that form.”

One, Two, Three

As any regular reader of AWR can tell you, the modern standard format for screenplays is the basic three-act structure: beginning, middle and end. But does it work well in Interactive writing? “There is a reason why three-act is still in use today,” says Samsel. “It’s because it works. How it’s used in interactive writing depends on the type of interactive piece you’re putting together. It won’t work too well for a shoot em up game or other non-narrative programs. But in a narrative entertainment game like Sony ImageSoft’s Johnny Mnemonic, three-act structure is purposely built into the game, even though elements were modified to accommodate variations to the classic three-act model. In an interactive narrative, three-act structure is crucial.”

Assuming the writer has a storyline that will work well in an interactive context, the first consideration, after user choice, is audience. Samsel explains, “You have to ask yourself, ‘What is my purpose? Who is my audience?’ For example, the aims and interactions of a children’s interactive storybook would be very different from those of a teen-to-adult focused interactive mystery game,” he says. “In one, the aim is to teach the child life lessons while allowing her to experience language, colors, sounds and textures. In the other, you are allowing an adult or teenager to encounter and engage in provacative scenarios whereby he or she can explore alternative storylines, influence the pace and settings, assume to role of various characters, and the like.

Swim in the Deep End

It always helps the writer to come to a clear understanding of a medium’s potential before he dives into writing for that medium. “My next step,” says Samsel, “would be to sit down and experience various interactive programs– games, e-storybooks, a kiosk at a museum, etc. Make sure you try some genres and categories similar to the interactive project you hope to create. Take time to try and examine how the writers and designers structured the those interactive experiences, analyzing what works and what doesn’t. Brainstorm ways to improve on that structural model. Or consider alternatives. If you fancy yourself writing interactive games, but you have not taken the time to play dozens of them, you’ll find yourself at a serious disadvanatge because there are writings out there who have played hundreds of games– and one day you may be competing with them for a writing assignment.”

Doesn’t he worry that this approach might limit a writer’s creativity, or allow a writer to mimic what someone else has done? “Not really,” he says. “The hard truth about writing, even in an arena as new as interactive writing, is that every story is an iteration of something that’s already been done before. It’s a silly argument. You’re better off focusing your energies on making your project as engaging and exciting for the player as possible. Compelling content that sucks in the player as a participant is what interactivity is all about. And in order to do that, writer’s must put themselves in the player’s position. If that perspective can be integrated into the project design, you’re more likely to have a successful interactive experience.”

Playing the games, exploring the kiosks and clicking your way through a children’s e-storybook also introduces the writer to the technical aspects of the project. Programming accomplishments and special effect wizardry is as important to the interactive experience and the small screen as it is to Hollywood features on the big screen. But there is a big difference, Samsel says: The interactive market presents writers with the chance to exert more control over the creative input than traditional screenwriting. “In Hollywood, once a script is sold, the writer is generally out of the loop and it’s the director who takes on the task of interpreting the story for the screen. The only option for a writer frustrated by the lack of creative control over his property is to become a writer-director,” he says. “In the interactive multimedia industry, writer’s don’t typically turn in a script when it’s complete and walk away from the project. There’s an entire next stage of the project where the writer can define the parameters of the worlds, push the level of interactivity, fully flush out your characters, define player choice and action, impact the narrative flow–which all require the writer’s involvement. It’s a much deeper role, and it serves to increase the writer’s value to the success of the overall project.”

Samsel says that the A-list writers in interactive media are a much sought-after commodity– since there are so few writers today with much experience in this new realm. “Interactive production companies and game studios are looking for writers who can deliver a fresh perspective, claims Samsel. “It helps if the writer understands enough about the current technologies and standards to suggest design improvements or narrative strategies that take advantage of those capabilities. When the head of a gaming company receives a proposal for a new interactive project, and she’s convinced the writer can churn out a comprehensive interactive script and design document, but also has a solid grasp of the underlying technology platforms and creative applications, she’s immediately impressed. She knows she’s found a writer who gets it.”

Purposeful Planning

A good motto for interactive writers is this: Failing to plan is planning to fail. “That’s the biggest trap for the beginning interactive writer,” says Samsel. “When they commence a project without being sure of the goal, they are asking for trouble. Interactive writing can be seductive, and writers must control the urge to build more and more elements into the mix simply because they can. Giving in to that urge may result in a project that goes everywhere and nowhere– from a player point of view. many writers try to make their goal a top of mind item and let it guide their writing. This can help writers focus on developing interactive elements essential to accomplishing their goal.”

Part of the problem with planning can be attributed to the nature of the beast. “In the early days of interactive writing, the goal was to pack CD-ROM’s with as many hours of gameplay as possible. Thirty hours of total user gameplay was not uncommon. No one stopped to ask whether this was a good thing from the player point of view. Sure, maybe two percent of hardcore gamers loved that an interactive title was packed with 30 hours of mindboggling clicks and visuals, but to the average player, this was wasted cresativity because they would never play the game long enough to experience most of the content. Can you imagine the hours of writing and programming that went into a game experience that most users would never see? What a waste. But if the goal of the project was to wow the critic and the game geeks, the title stood a chance at succeeding. In the future, don’t be surprised if gameplay is shortened into smaller increments or episodes that are easier for players to consume and enjoy.”

One aspect of writing for the interactive market that makes it different from many other kinds of writing is the writers dual role as writer and user. “There’s no way to be successful in this field without stepping into both roles,” claims Samsel. “Both are demanding, and the interactive writer should be sure both perspectives get equal time on a multimedia project. Yes, the writing itself (and everything that entails such as story, plot, character development, etc.) is critical. But so is the player experience. Release that childlike sense of wonder within and explore as many interactive worlds as possible. Then watch your writing grow.”

Take Jon Samsel’s advice. Play on– and write on!

Interactive Structure: Creating Order Out Of Chaos

Friday, September 19th, 2008

Whether or not you are aware of it, our world is structured into a series of shapes and patterns and sounds that trigger pleasure in us. This systematic organization is part of our intuitive nature—it allows us to structure sensory information into consciousness, thought, and language. It’s the way we humans are designed.

In the interactive world, design structure is more than just notes scribbled on a napkin or a complex flowchart depicting sequential scenes of an application in rich detail. Interactive design structure fulfills two important duties: it defines the navigational boundaries of the user experience and it is the framework that holds all the creative elements of an interactive work together.

You are now ready to make some pretty important decisions that will have a serious impact on the ability of the user to navigate your interactive application. As an interactive writer, it is your job to identify the user’s perceived range of action—keeping in mind that “what the user can do” directly corresponds with the “rules and pathways you create.”

For example, an interactive environment such as Myst [the groundbreaking first-person point of view adventure game created by Robyn and Rand Miller], which has a wide range and depth of choice, may be perceived as more interactive than a conditional branching system with limited choices. This is true, in part, because of the navigation methodology built into the system—a methodology that emphasizes the program’s “critical objective” over a “critical path” mentality. A critical objective is a centralized aim, goal, or action whereby the end user’s overall path of discovery stresses a “means to an end,” rather than fulfilling an immediate task. Key elements within such an application are revealed over time as the user navigates through the application. A critical path is a single correct path a user must follow to successfully complete an application. This is a procedural approach to completing a task.

The distinction between a critical objective and a critical path is significant. Many players confess that what they like best about playing Myst is “exploring the environment.” Finishing the game is much less important.

In her essay “The Garden of Merging Paths,” Rebecca Solnit writes, “Much recent attention to interactive media proposes that it makes the passive viewer become actively engaged. What is interesting about these products is that they map out a number of choices, but the choices are all pre-selected…that is, the user cannot do anything or go anywhere that the creator has not planned; as usual with computer programs, one must stay on the path and off the grass (by which analogy hackers do get off the path, a subversive success that keeps them in the park). We could chart the game as a series of forks in the road, in which each choice sets up another array of choices, but the sum total of choices has already been made. Thus the audience becomes the user, a figure who resembles a rat in a conceptual version of a laboratory maze. The audience-user is not literally passive; he is engaged in making choices, but the choices do not necessarily represent freedom, nor does his activity represent thinking.”

Douglas Gayeton, who has worked on high-profile projects such as Plug In (AOL), Waking Hours (Boxtop/IXL), Johnny Mnemonic (Sony ImageSoft), and Vanishing Point (MSN/Sunshine Digital), claims, “The geography of an interactive space is an illusion…it’s a directed experience. You only need to art direct (or write) what the viewer will see. If a location is too richly composed and features too many objects, the viewer will expect to be able to interact with everything. When she finds that she can’t, she will realize she’s hit a ‘wall’ in the interactive world.”

In his book The Complete Wargames Handbook, author James F. Dunnigan cautions, “Keep in mind that a computer does what you tell it to do, not what you want it to do. Unlike people (some people, anyway), you can’t just tell a computer what you want done and expect your request to be carried out. Computers require explicit instructions. These are called computer programs, or computer software. The terms ‘program’ and ‘software’ are often used interchangeably.”

Top 5 Mistakes Writers Make Writing Interactive Games

Monday, September 15th, 2008

Interactive writer/designer/producer Jeffrey Sullivan answered this question after carefully reflecting on the mistakes he himself made early in his career.

  1. Too little interaction. Don’t get carried away with your great storytelling skills. The “clicks per minute” in a game must be high; you must give the player something to do.
  2. Unrealistic goals. Creating the greatest game ever made (or subsets thereof) is a common mistake. If you don’t know what is possible, you are very likely to create a game that cannot possibly be made.
  3. Missing important detail. If you ever think to yourself, “Ah, they won’t care about x—it’s only a game,” then you’ve failed.
  4. Adding unimportant details. Make sure that everything you put into the game is really interesting to people (and not just there to show off how much you know about something). Games, like drama and other forms of entertainment, are not about reality, they’re about the dramatic simulation of reality—a game that feels real, but eliminates the boring stuff that fills 90 percent of any job.
  5. Lack of game experience. Know games. Play a lot of them. Love them. If you aren’t a real fan, you’re not going to know all of the things that have gone before. What failed, what succeeded, and why. Without that knowledge, you’re going to be learning lessons already learned by others—and that’s a costly route back to the unemployment line.

Writing for the Gaming Industry: How Much Money Can You Earn?

Monday, September 15th, 2008

How much money can you earn as an interactive game writer? Half as much as the last gal and never as much as you need! Actually, it varies, depending on the job, the time schedule, and your level of experience.

Novice writers may have to create entire interactive scripts or design documents on a speculative basis (collecting no up-front income) in order to demonstrate to others an ability to conceptualize an approach to a subject, as well as to showcase your writing skills.Generally, it’s never a good idea to work for free unless the potential employer/buyer is a prestigious corporation or a prominent publisher–and this assignment is your big break. For any other firm, a writer must insist on some form of payment. A $3,000–$7,500 fee paid to a writer to work a few weeks on an interactive writing assignment is not uncommon.

Writer/designer Carolyn Miller claims that top interactive writers working on interactive entertainment titles are making rates comparable to that of Hollywood movie-of-the-week writers—somewhere in the $40,000–$50,000 range. That’s for delivery of a complete design document.

Noted interactive attorney Richard Thompson, says that the general range for his clients is around $30,000–$40,000. Writers with experience may get $60,000–$70,000. If you are simply copy-fitting (adding dialog or punching up previously written material), a writer may earn as little as $10,000.

What is the Best Way to Pitch an Interactive Project?

Monday, September 15th, 2008

Pitching is the art and business of taking your content idea (whether it’s a work-for-hire project or an original idea) and convincing someone on the other side of the desk to support it (usually by funding the project). Seems simple enough. In fact, many writers are great at pitching. However, for every writer who can really work a room, there are probably ten others who are lousy at it. And that’s unfortunate because poor presentation skills will lose you work in this highly competitive industry.

Larry Kay, an accomplished interactive writer/designer and producer, gives his thoughts on pitching:

“Before I pitch an idea, I put together a fairly full proposal. Sample writing, navigation maps, concept illustrations, etc. I pitch somewhat selectively, and try to prequalify that a producer might be interested in this particular category or may consider me for one of their assignments. A successful pitch more often leads to a writing assignment than to actually placing my spec project. Placing a spec project happens very rarely, but pitching one of my own original creations gives a producer an idea of what my own peculiar passions and voice are all about.”

Multimedia guru David Greene shared some of his thoughts on the pitching process:

“It is very important to understand the individuals you are going to meet with. Are they technical people who are more interested in the technology than the story, or are they marketing types who are more interested in the demographics than the specifics of the project? You will often find yourself modifying your pitch for your audience. Granted, this is a pain, but you need to target your pitch to your audience; otherwise, you stand a good chance of losing their interest rather quickly.

If possible, try to do more in-depth research on the individuals you will be meeting with. A lot of companies actually have biographies of their primary officers listed on their Web site. You don’t want to pitch your new concept ‘CyberChrist with an Attitude’ to a company run by a born-again Christian. A little research might save you time, effort, and embarrassment.”