I have to admit I’m a bit lost here. I have complained about interactions and dissected user interfaces in two separate posts, and even have some basic ideas about what I want to do. Yet despite all of that I just can’t get myself to just sit down, and write a first draft script and do some early storyboards. So I guess I’ll just do what I usually do: start writing a blog post and see where I end up. If you’re seeing this that means I have actually finished that, and published it onto my blog!

The final (well, the last one that isn’t the logbook) submission for Critical Analysis is right around the corner, and I have the feedback from both the presentation and the research board. With that in mind I wanted to write up some sort of guidelines for my essay, based on what I want to write about and what was missing from my previous projects.

In my previous post I looked at some examples of “interactive films/videos”, and tried to see how they worked on a narrative level (while also lightly touching on some mechanics and interface issues here and there). For today, I thought I’d move this along a bit more by using the same examples, and maybe some new ones too, to compare the interface designs of these interactive videos.

I’ve been reading “The Ultimate Guide to Video Game Writing and Design” by Flint Dille and John Zuur Platten, which I borrowed from the library. Mostly because this one has the shortest loan time so I have to get through this one first. From what I’ve read so far, I don’t 100% agree with everything the book says, but for the most part it is a helpful and interesting resource. I’ll just use this post as a place to gather some quotes I could use later.