Story structures
There are probably no limits on how to structure a narrative AAR experience. It can be a strictly linear roller-coaster ride, a fully adaptive, game-like experience, something between, or something totally different.
In the first demo of the Full-AAR project, we are using the following narrative structure. Inside the structure, we test several types of scenes with different levels of interaction and activation of the user, or 'player' as we call them.
This page is still a work in progress.
Structure of the Full-AAR Demo #1
Main scenes
- 4-6 per player
- players will hear each scene in a pre-defined order
- built for specific locations
- narratively important for understanding the story and characters' motivations
Optional scenes
- 3 per player
- enabled between the main scenes
- to be found by the player –> joy of finding
- conversations or voices heard from adjacent rooms, ventilation shafts, etc.
- enriches the story, but not strictly necessary to understand the plot or the characters
- built for specific locations with some alternatives based on player's current location
Environmental and random sounds
- loops and other sounds heard from the street, adjacent rooms, etc
- not tied to the storyline, but build the story world
- can be random or funny, too, as long as not breaking the immersion