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Designing The Ramayana Re-Imaginator.
~
Reddy, Kedar Kumar Bathina.
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Designing The Ramayana Re-Imaginator.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Designing The Ramayana Re-Imaginator./
作者:
Reddy, Kedar Kumar Bathina.
面頁冊數:
32 p.
附註:
Source: Masters Abstracts International, Volume: 51-06.
Contained By:
Masters Abstracts International51-06(E).
標題:
Multimedia Communications. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=1538737
ISBN:
9781303125355
Designing The Ramayana Re-Imaginator.
Reddy, Kedar Kumar Bathina.
Designing The Ramayana Re-Imaginator.
- 32 p.
Source: Masters Abstracts International, Volume: 51-06.
Thesis (M.F.A.)--University of Southern California, 2013.
I have approached my thesis as an opportunity for me to gain a critical understanding of Indian culture. The Ramayana Re-Imaginator engages with the Ramayana tradition to generate new Ramayana stories that counter authoritative and mainstream tellings of the story.
ISBN: 9781303125355Subjects--Topical Terms:
1057801
Multimedia Communications.
Designing The Ramayana Re-Imaginator.
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Advisers: Andreas Kratky; Steve Anderson.
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At the heart of this paper rages a debate over an open-ended system versus a structured system for players to be able to express the greatest range of perspectives within. The need to give players creative freedom trumped the need to accommodate and engage players, and as a result the open-ended experiments prevailed.
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Many of the early paper prototypes asked players to write out what characters in the story would do and say with plot goals that both players worked towards. The minimal amount of direction and players' general lack of understanding of the characters from the Ramayana lead to the generation of many stories that were not resonant with any of the stories from the Ramayana. To counter the effect I shifted to a curated word pool that players could pick from to create meaning, and mechanics that encouraged competition between the players over a restricted number of in-game resources. The final digital prototype, however, goes back to giving both players common goals over a three-act structure to put together words, and imagery to formulate meaning. The final version keeps the Oulipo inspired constraints and other that story-telling mechanics that were discovered from earlier prototypes.
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Discussed in the following pages are ways for tackling narrative and storytelling, between two players, and about constructing and embedding the same within a two dimensional space. Another vein of enquiry is story and character inspired gameplay versus meta-level gameplay inspired by the act of storytelling.
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