Sunday, 26 February 2012

Sony
For this terms contextual studies we are going to be writing about the possibilities and limitations presented by different gaming platforms, in the market and how they are distributed.
We will be looking at how to understand the relationship between the hardware and software design of game-related computing systems and the creative work produced by the companies.
In this case we are lucky to be talking to Sony, one the top franchises and companies in the world.

The History of Sony

To get a better understanding of what Sony did before becoming mostly known now as a gaming industry, I thought it was important to look at the company’s history.
In late 1945, after the end of World War II, Masaru Ibuka started a radio repair shop in a bomb-damaged department store Shirokiya building in Nihonbashi of Tokyo. The next year, he was joined by his colleague, Akio Morita, and they founded a company called Tokyo Tsushin Kogyo K.K. (Tokyo Telecommunications Engineering Corporation). The company built Japan's first tape recorder, called the Type-G. In the early 1950s, Ibuka travelled in the United States and heard about Bell Labs' invention of the transistor. He convinced Bell to license the transistor technology to his Japanese company. While most American companies were researching the transistor for its military applications, Ibuka and Morita looked to apply it to communications. Although the American companies Regency Electronics and Texas Instruments built the first transistor radio as joint venture, it was Ibuka's company that made them commercially successful for the first time.
In August 1955, Tokyo Tsushin Kogyo released the Sony MK-55, Japan's first commercially produced transistor radio. They followed up in December of the same year by releasing the Sony TR-72, a product that won favor both within Japan and in export markets, including Canada, Australia, the Netherlands and Germany. Featuring six transistors, push-pull output and greatly improved sound quality, the TR-72 continued to be a popular seller into the early sixties.
In May 1956, the company released the TR-6, which featured an innovative slim design and sound quality capable of rivaling portable tube radios. It was for the TR-6 that Sony first contracted "Atchan", a cartoon character created by Fuyuhiko Okabe, to become its advertising character. Now known as "Sony Boy", the character first appeared in a cartoon ad holding a TR-6 to his ear, but went on to represent the company in ads for a variety of products well into the mid-sixties. The following year, 1957, Tokyo Tsushin Kogyo came out with the TR-63 model, then the smallest (112 × 71 × 32 mm) transistor radio in commercial production. It was a worldwide commercial success.
 University of Arizona professor Michael Brian Schiffer, PhD, says, "Sony was not first, but its transistor radio was the most successful. The TR-63 of 1957 cracked open the U.S. market and launched the new industry of consumer microelectronics." By the mid 1950s, American teens had begun buying portable transistor radios in huge numbers, helping to propel the fledgling industry from an estimated 100,000 units in 1955 to 5,000,000 units by the end of 1968.
http://en.wikipedia.org/wiki/Sony#History

Origin of the Name

When Tokyo Tsushin Kogyo was looking for a Romanized name to use to market themselves, they strongly considered using their initials, TTK. The primary reason they did not is that the railway company Tokyo Kyuko was known as TKK. The company occasionally used the acronym "Totsuko" in Japan, but during his visit to the United States, Morita discovered that Americans had trouble pronouncing that name. Another early name that was tried out for a while was "Tokyo Teletech" until Akio Morita discovered that there was an American company already using Teletech as a brand name.
 The name "Sony" was chosen for the brand as a mix of two words. One was the Latin word "Sonus", which is the root of sonic and sound and the other was "Sonny", a familiar term used in 1950s America to call a boy. The first Sony-branded product, the TR-55 transistor radio, appeared in 1955 but the company name did not change to Sony until January 1958.
At the time of the change, it was extremely unusual for a Japanese company to use Roman letters to spell its name instead of writing it in kanji. The move was not without opposition: TTK's principal bank at the time, Mitsui, had strong feelings about the name. They pushed for a name such as Sony Electronic Industries, or Sony Teletech. Akio Morita was firm, however, as he did not want the company name tied to any particular industry. Eventually, both Ibuka and Mitsui Bank's chairman gave their approval.

The PlayStation

In late 1994 Sony launched the PlayStation to compete with other consoles. This successful console was succeeded by the PlayStation 2 in 2000. The PlayStation 2 has become the most successful video game console of all time, selling over 150 million units as of 2011. The PlayStation brand was extended to the portable games market in 2005 by the PlayStation Portable (PSP). Sony developed the Universal Media Disc (UMD) optical disc medium for use on the PlayStation Portable. Although Sony tried to push the UMD format for movies, major-studio support for the format was cut back in spring 2006, though as of 2009 some major-studio titles continue to be released on UMD.
File:PS2-slim-console.pngSony released the PlayStation 3, a high-definition console, in 2006. It later introduced the PlayStation Move, an accessory that allows players to control video games using motion controllers. Sony announced that on 1 April 2010  it was electronically removing Linux functionality from the first generation PS3. A class action has been taken out in California challenging the legality of "the disablement of valuable functionality originally advertised".  Sony admitted in late 2005 to hiring graffiti artists to spray paint advertisements for their PlayStation Portable game system in seven major cities including New York City, Philadelphia, San Francisco, and Sydney, Australia. The mayor of Philadelphia filed a cease and desist order. According to Sony, they paid businesses and building owners for the right to graffiti their
walls.  As of early January 2006, Sony had no plans to keep or withdraw them.
In November 2006, a marketing company employed by Sony created a website entitled "All I want for Xmas is a PSP", designed to promote the PSP through viral marketing. The site contained a blog, which was purportedly written by "Charlie", a teenager attempting to get his friend "Jeremy"'s parents to buy him a PSP, providing links to t-shirt iron-ons, Christmas cards, and a "music video" of either Charlie or Jeremy "rapping". However, visitors to the website soon discovered that the website was registered to a marketing company, exposing the site on sites such as YouTube and dig, and Sony was forced to admit the site's true origin in a post on the blog, stating that they would from then on "stick to making cool products" and that they would use the website for "the facts on the PSP". The site has since been taken down. In an interview with next-gen.biz, Sony admitted that the idea was "poorly executed".
File:PS3Versions.pngIn 2003, Sony Computer Entertainment America, marketer of the popular PlayStation game consoles, was sued by Immersion Corporation of San Jose, California which claimed that Sony's PlayStation "Dual Shock" controllers infringed on Immersion's patents. In 2004, a federal jury agreed with Immersion, awarding the company US$82 million in damages. A U.S. district court judge ruled on the matter in March 2005 and not only agreed with the federal jury's ruling but also added another US$8.7 million in damages. This is likely the reason that the Sixaxis controller for the PlayStation 3 had no rumble feature. The DualShock 3 has since been made available for the PlayStation 3, reintroducing rumble capabilities. Microsoft Corp. was also sued for its Xbox controller, however, unlike Sony, they settled out of court so they could continue using the technology for the follow-up Xbox 360.  A California judge ordered Sony to pay Immersion a licensing fee of 1.37 percent per quarter based on the sales of PlayStation units, Dual Shock controllers, and a selection of PlayStation 2 games that use Immersion's technology

Sony Computer Entertainment

The North American operations, Sony Computer Entertainment of America, were established in May 1994 as a division of Sony Electronic Publishing.  They were located in Foster City and headed by Steve Race. In the months prior to the release of PlayStation in Western markets, the operations were restructured: All videogame marketing from Sony Imagesoft was folded into SCEA in July 1995, with most affected employees transferred from Santa Monica to Foster City. On August 7, 1995, Steve Race unexpectedly resigned and was named CEO of Spectrum HoloByte three days later. He was replaced by Sony Electronics veteran Martin Homlish.
As part of a worldwide restructuring at the beginning of 1997, Sony Computer Entertainment America Inc. (currently Sony Computer Entertainment America LLC), headquartered in Foster City was reestablished as a wholly owned subsidiary of SCEI.
On July 1, 2002 Chairman of SCE, Shigeo Maruyama, was replaced by Tamotsu Iba as Chairman. Jack Tretton and Phil Harrison were also promoted to Senior Vice President of SCE.
On September 14, 2005, SCE formed Sony Computer Entertainment Worldwide Studios (SCE WWS), a single internal entity overseeing all wholly owned development studios within SCE. It is responsible for the creative and strategic direction of development and production of all computer entertainment software by all SCE-owned studios, all of which is produced exclusively for the PlayStation family of consoles. Shuhei Yoshida was named as President of SCE WWS on May 16, 2008 replacing Kazuo Hirai, who was serving interim after inaugural SCE WWS President Phil Harrison left the company in early 2008.
On November 30, 2006 President of SCE Ken Kutaragi was appointed as Chairman of SCE while Kazuo Hirai, President of SCEA was promoted to President of SCE, On April 26, 2007 Ken Kutaragi resigned from his position as Chairman of SCE and Group CEO passing on his duties to President of SCE, Kazuo Hirai.
On April 15, 2009 David Reeves President and CEO of SCE Europe announced that he would be resigning from his post. He had joined the company in 1995 and was appointed as Chairman of SCEE in 2003 and President in 2005, His role of President and CEO of SCEE would be taken over by Andrew House who joined Sony Corporation in 1990.
On December 8, 2005, video game developer Guerrilla Games, developers of the Killzone series, was acquired by Sony Computer Entertainment as part of its SCE WWS. On January 24, 2006 video game developer Zipper Interactive, developers of the SOCOM series, was acquired by Sony Computer Entertainment as part of its SCE WWS. On September 20, 2007 video game developers Evolution Studios and Bigbig Studios, developers of the MotorStorm series, were acquired by Sony Computer Entertainment as part of its SCE WWS.
On April 1, 2010 Sony Computer Entertainment was restructured to bring together Sony's mobile electronics and personal computers divisions. The main Japanese division of SCE was temporarily renamed to "SNE Platform Inc." (SNEP) on April 1, 2010 and split into two division focusing on different aspects namely "Sony Computer Entertainment Inc." consisting of a 1,300 employees which focus on the console business, and the network service business consisting of 60 to 70 employees. The network service business of SCE was absorbed into Sony Corp's Network Products & Service Group (NPSG) which has already been headed by Kaz Hirai since April 2009. The original Sony Computer Entertainment was then dissolved after the restructure. The North American and European branches of Sony Computer Entertainment was affected by the restructure and will remain as SCEA and SCEE. Sony Computer Entertainment CEO and Sony Corporation EVP, Kaz Hirai, is leading both departments.
On March 2, 2010 video game developer Media Molecule, developers of the PlayStation 3 game LittleBigPlanet, was acquired by Sony Computer Entertainment as part of its SCE WWS.
As of August 23, 2010, the headquarters of the company moved from Minami-Aoyama to the Sony City (Sony Corporation's headquarters) in Kōnan, Minato, Tokyo.
On April 20, 2011, Sony Computer Entertainment was the victim of an attack on its PlayStation Network system, which also affected its online division, Sony Online Entertainment.
On August 1, 2011, video game developer Sucker Punch Productions, developers of the Sly Cooper series and Infamous series, was also acquired


Regional manufacturing and distribution

Slightly more than 50% of the electronics' segment's total annual production during the fiscal year 2005 took place in Japan, including the production of digital cameras, video cameras, flat panel televisions, personal computers, semiconductors and components such as batteries and Memory Sticks. Approximately 65% of the annual production in Japan was destined for other regions. China accounted for slightly more than 10% of total annual production, approximately 70% of which was destined for other regions.
Asia, excluding Japan and China, accounted for slightly more than 10% of total annual production with approximately 60% destined for Japan, the US and the EU. The Americas and Europe together accounted for the remaining slightly less than 25% of total annual production, most of which was destined for local distribution and sale.
Sony's Sales and Distribution by Geographical Regions in 2009
Geographic Region Sales (yen in millions)
Japan – 1,873,219
USA – 2,512,345
Europe – 2,307,658
Other Area -2,041,270
On December 9, 2008, Sony Corporation announced that it would be cutting 8,000 jobs, dropping 8,000 contractors and reducing its global manufacturing sites by 10% to save $1.1 billion a year.

Finance and Revenue

In May 2011, Sony expected to lose a total of 260 billion yen ($3.2 billion) for the year, due to the effects of the Japanese earthquake. The forecast of a $3.2 billion loss was quite different than its earlier projection of a profit of 70 billion yen ($857 million) for the year.
For the last three years, Sony has lost 399.3 billion yen ($5.1 billion) due to fierce competition mainly with Apple Inc. and Samsung Electronics Inc. In September 2000 Sony had a net worth of $100 billion, but by December 2011 it had plunged to $18 billion.
Sony's TV unit alone set to lose $2.2 billion on tumbling demand and surging yen. Sony has sold off TV factories in Spain, Slovakia and Mexico in the past few years and retains plants of its own in Japan, Brazil, China and Malaysia. In December 2011, Sony has agreed to sell all stake in an LCD joint venture with Samsung Electronics for about $940 million and then Sony will outsource the LCD panel from other company as Sony outsourced in the past few years for more than a half of its production.

Environmental record

In November 2011, Sony was ranked 9th (jointly with Panasonic) in Greenpeace’s re-launched Guide to Greener Electronics that assesses the policies and practices to reduce climate impact, produce greener products, and make operations more sustainable of 18 leading electronics manufacturers. The company scored 3.6/10, incurring a penalty point for comments it has made in opposition to energy efficiency standards in California. It also risks a further penalty point in future editions for being a member of trade associations that have commented against energy efficiency standards.
Together with Philips, Sony receives the highest score for energy policy advocacy after calling on the EU to adopt an unconditional 30% reduction target for greenhouse gas emissions by 2020. Meanwhile, it receives full marks for the efficiency of its products; all of its TVs meet or exceed the latest Energy Star standards. However, Sony scores no points on its paper policy, risking another penalty point in future editions, as it is listed as a client of Asia Pulp and Paper (APP), a company associated with illegal logging and deforestation in Indonesia.
 Sony publishes on its website a list of products, for which the company had (as of February 2010) or intended to replace PVC and BFR with alternative substances by the end of FY 2010 (April 2011), nevertheless as of January 2011 the list does not identify which products are fulfilling these criteria at the moment.

Improvement efforts

Since 1976, Sony has had an Environmental Conference. Sony's policies address their effects on global warming, the environment, and resources. They are taking steps to reduce the amount of greenhouse gases that they put out as well as regulating the products they get from their suppliers in a process that they call "green procurement". Sony has said that they have signed on to have about 75 percent of their Sony Building running on geothermal power. The "Sony Take Back Recycling Program" allow consumers to recycle the electronics products that they buy from Sony by taking them to eCycle (Recycling) drop-off points around the U.S. The company has also developed a biobattery that runs on sugars and carbohydrates that works similarly to the way living creatures work. This is the most powerful small biobattery to date.

Green TV

For sale in Japan on 30 July 2008, Sony's green product, new flat-panel 32-inch (810 mm) TV 150,000 yen (US$ 1,400; € 900)Sony Bravia KDL-32JE1 offers ecological consumers' advantages of less energy consumption (70% less) than regular models with the same image quality. It is one of the least power consuming LED TV. Sony was able to reduce carbon dioxide emissions totaling 79 kilograms (174 pounds) a year, without sacrificing quality by developing a brighter back light and better filtering, which produces light more efficiently. The TVs will have liquid crystal displays along with high-definition digital broadcast capabilities.

Criticism and controversy

In 2000, Sony was ridiculed for a document entitled "NGO Strategy" that was leaked to the press. The document involved the company's surveillance of environmental activists in an attempt to plan how to counter their movements. It specifically mentioned environmental groups that were trying to pass laws that held electronics-producing companies responsible for the clean up of the toxic chemicals contained in their merchandise. In early July 2007, Sony ranked 14th on the Greenpeace chart "Guide to Greener Electronics." This chart graded major electronics companies on their environmental work. Sony fell from its earlier 11th place ranking due to Greenpeace's claims that Sony had double standards in their waste policies.
On 11 January 2011, Sony Computer Entertainment (SCE) filed suit against George Hotz for publishing a technique for hacking the PlayStation 3 to allow it to run alternative operating systems like Linux. The case, Sony Computer Entertainment America v. George Hotz, attracted much negative publicity among hackers and on the Internet at large. On or about 4 April 2011, adherents of the Anonymous movement declared in an open letter that they were directing their hostile "undivided attention" against Sony, largely in response to the Hotz case.
On 21 April 2011, Sony Computer Entertainment was subjected to distributed denial of service attacks, apparently in retaliation for its case against Hotz. On April 26 Sony announced that the PlayStation Network (PSN) had been attacked, allegedly resulting in the theft of the personal information of 77 million account holders. It seems that the attack took place between April 17 and 19. Sony blamed Anonymous for the attack, although at least some Anonymous members denied responsibility. Sony decided to shut down the PlayStation Network "indefinitely" following the attack, although it returned to service on 14 May, following a 26 day outage.
 Sony was criticized for waiting 6 days after the 21 April attack to disclose the breach to users who may have been impacted, and for storing information including credit card numbers, passwords, and security questions, without sufficient encryption. The company now faces a class action lawsuit seeking redress for PlayStation Network users.[  A subsequent lawsuit between Sony’s insurers sought declaratory action for clarification of their responsibilities listed under the individual policies they had written for Sony. The insurers facing litigation are Mitsui Sumitomo Insurance, AIG, and ACE Ltd. On 5 May, Sony released a letter from chairman Sir Howard Stringer, directed at PSN and Qriocity Music Service users, announcing plans for a program which includes a $1 million identity theft insurance policy per user. Australia has called for a ban on PSN until Sony can prove network security, while Japan is the first country to place an outright ban on the service. The PSN service has been fully restored in Japan as of July 5, 2011.
On 25 May, Sony announced that its Sony Ericsson website in Canada and the Sony Music Entertainment website in Greece had been compromised, putting the personal information of more than 10,000 users at risk. Security consultant Phil Lieberman said Sony's approach to customers that wanted to modify PlayStation 3 software, including the decision to sue Hotz, was a fatal mistake. "Telling them to bring it on is not the best strategy. I think Sony is beginning to understand it horribly underinvested in security," Lieberman said. On 29 May 2011, a group called Lulz Security announced a campaign against Sony, using language emblematic of the Anonymous movement. On 2 June 2011, Sony Pictures Entertainment was the subject of an attack, disclosing 1 million user passwords, which were then distributed via BitTorrent.
The Brand Trust Report published by Trust Research Advisory, has ranked Sony in the 3rd position among the brands in India.


History of the Game Controller

They go by many names and have all come in different styles and size, but controllers have always been the interface between the player and the game. They are the input devices that accept the players movements and manipulations, they also convert it into data that the games console can interpret. Similar to consoles, game controllers have seen numerous evolutions.
In the early 1970’s, with pong, the controllers were a simple knob style and they were built into the console desk as you as the player were forced to play at the machine. The knobs could be turned left or right, and they were interpreted by the consoles as onscreen up/down movement (or left/right movement in some games).
They soon began to create controllers that you could be held in your hand, but the controller cards had been hard wired into the console, meaning the cord length was limited. This also forced the players to have to turn in the whole console for repair if a controller became defective. Knobs were still popular until the eventual arrival of the Joystick came about.


Joysticks

Joysticks allowed 8 directional digital movements (up/down/left/right/angles) with a single action button. They were bulky with a heavy base, and a long handle stick that could be gripped in a fist. The Atari 2600 was one of the first machines to make this controller popular. It was also one of the first controllers that allowed disconnection from the games console. This then allowed players to replace defected controllers and also allowed the Atari 2600 the ability to use various other controllers such as paddles and balls. These paddles were some of the early potentiometers. These could detect the speed of the gamer paddle manipulations, and then translate it to an equivalent onscreen movement. The paddles were similar to the knobs, and only detected left/right or up/down movement. The ball controllers could recognize 4 directional analog movements. Theses controllers were the ideal choice for Pong/Breakout styled games.



Controllers of the 80’s & 90’s

During the early 1980’s, a Japanese inventor named Gunpei Yokoi would invent a controller interface that would later on become then known D-Pad (Digital –Pad). This D-Pad used a ‘cross-shaped’ directional digital control interface that could be manipulated with the thumb. Nintendo truly popularized the D-Pad in 1984/85 with the release of the Nintendo Famicom (NES). The pad allowed for 8 directional movements and featured 2 action buttons. Two smaller buttons were incorporated to start, pause and select game play options. The pads were designed to be small enough to easily fit in a child’s hand. This would sooner favour the console manufactures over the Joystick .
Later on controllers began to develop a more unique function such as Slow Motion (manipulation the pause/start button) and rapid fire (holding a button would simulate rapid button presses). Some of these had to be purchased as separate accessories, but some console like the NEC Turbografx had the features built in. Developers also began to experiment with other forms of the control. Nintendo used the motion sensing technology (Power Glove/ U-Force) but many did not catch on, or had a limited use.
File:Sega-Genesis-6But-Cont.jpgBetween 1989 and 1990, JoyPads continued to borrow from the D-Pad concept. Sega introduced a 3rd action button with its Sega Genesis. The controller was also rounded to feel more comfortable for the player. The Joystick began to make an appearance again due to the fact the stick gave the player a more arcade feel. But Nintendo returned with their own 6 button standard controller that placed 2 action buttons, which would later on become the should buttons) this controller was also rounded for ergonomic use and maintained a small size for child’s hand, finally the 4 button were placed angled and they mimicked the cross shaped style of the directional pad. This was to make the buttons more accessible with your thumbs.
Sony would later decide to add similar features to their controllers. The Dual Shock Playstation controller debuted in April of 1998. The pad design was similar to the original, but featured two analog joysticks in the centre. The Dual Shock also has a built in rumble capability. An additional button was added to allow the gamer to turn analog mode on or off. The joysticks could be either manipulated with two fingers like most joysticks or be manipulated with the thumb like a digital pad, as these had rubber tops. The joysticks could als  o be pushed down to serve as additional buttons.



The Controllers of 2000

Sony came back with the Playstation 2. The controller had the exact design as their Dual Shock for the original Playstation, but this time it featured pressure sensitive analog buttons. Game play could now be based on how hard you pressed a button. For example if you tapped the button your character onscreen would throw a mild jab, compared to if you held it your character would throw a hard haymaker punch.
Microsoft later debuted it’s Xbox controller. It i  ncorporated the PS2’s rubber topped analog buttons, which are known as thumb sticks, and it’s rumble system. It also featured an upgrade slot similar to N64 and the Dreamcast for portable game saves. It also featured two trigger button layout similar to the Dreamcast and used the standard 4 button cross shaped layout. And the standard 4 button cross-shaped layout with 2 additional buttons placed below. This placement of the digital pad and analog sticks were now switched compared to the PS2’s controller. The digital pad was no longer on the traditional far left, but was now placed towards the left-centre. The Xbox did have unique feature. The cords were made longer than the traditional 9 feet, and had a break-away connector to prevent the console from being pulled if the cord got snagged or stepped on. There were some complaints about the controllers original size but Microsoft later realised an S-Type to meet the needs for smaller hands.


Wireless Controllers – The Beginning

Wireless game controllers have been around for since the Atari tried the wireless technology in the 1980’s. The Atari 2700 prototype system never saw the light of day but the same Radio Frequency (RF) technology was used for a set of wireless joysticks for the Atari 2600.
Atari’s CX-42 wireless joysticks used the same RF frequency range used for garage door openers, walk-talkies, or radio controlled cars/planes. The controller movements would transmit signals to a receiver that connected to the Atari 2600. The concept did in fact give gamers the freedom to move at ranges of 20 to 30 feet from the receiver. Unfortunately the controllers were large and bulky. The receiver had to be plugged into a AC wall outlet and each joystick required a 9V battery. Other then the complaints about the bulkiness, players complained about poor battery life and controller lag.
During the mid 1980’s and 1990’s game controllers evolved to include more button inputs. Developers continued their pursuit for wireless gaming but required something to produce better results. They abandoned Atari’s use of RF technology in favour on the same infrared technology used on remote controls prevalent with televisions and VCR/DVD players.
Infrared (IR) controllers gave the ability to play games wirelessly at up to 25ft. The commands were transmitted to a sensor mounted on your console and would not affect any other appliances.
IR controllers controller also had their own deficiencies. The controllers required an uninterrupted line of sight between the controller and the machine. This meant that you would lose control if something/someone got between you and your console. It also meant that you had to point the controller directly at the sensor.
IR controllers carried on well on to be used in 2000, but the technology would fail to meet the requirements of newer consoles. Controllers began to feature more functions and capabilities and infrared could not handle higher data transfer requirements needed. Also infrared could only transfer data in one direction, so features such as force feedback (rumble) could not be reproduced.
Developers began to use the regulated frequency ranges of 902 to 928 MHz. These frequency ranges allowed a higher two-way data transfer that was omni-directional, meaning it didn’t have to be pointed at the sensor, and it had 4 or more available channels for multiple controller usage.
One of the first controllers to debut with this technology was a 3rd party controller (AirPlay) for the Sony Playstation.


Wireless Controllers –Advanced Models

Microsoft entered the 7th generation of console gaming with the knowledge that 2.4 GHz Wi-Fi still had much to offer. The Xbox 360 controller uses a proprietary Wi-Fi protocol that syncs up to 4 controllers. Their controllers shared the same D-Pad layout as the original Xbox S type controller except they made massive improvements on the ergonomic feel. Their new controller also features an additional button for direct Xbox Live access and a headset jack for in game communications.
The controller can work wirelessly up to 30ft and can run up to 40 hours on 2 ‘AA’ batteries but this of course leads to a lot of disposable batteries, so Microsoft realised a ‘charge & play’ pack separately which allowed for a rechargeable battery pack. The controller even works on Windows based PC gaming.
Microsoft had decided to stick with the Wi-Fi, but there console competition would use different technology.
Bluetooth is a wireless protocol utilizing short-range communications to transfer data over short distances from fixed or mobile devices. It uses 2.4 GHz frequencies just like Wi-Fi, but Bluetooth uses different modulation techniques. Bluetooth avoids other devices like cordless phones and Wi-Fi networks by dividing communications into 79 channels that change up to 1600 times per second. While Wi-Fi was primarily designed for wirelessly networking computers Bluetooth was designed to act like an invisible cable connecting devices. It can create wireless personal area networks (PANs) with one master device communicating with 7 other devices. It uses very little power and can easily connect other Bluetooth devices by ‘discovering’ them when they are near each other, so no configuration is needed.
Sony decided to take full advantage of the Bluetooth technology with the Playstation 3. Their initial controller release was called the SIXAXIS. This controller used Bluetooth 2.0, which allowed the controller to operate wirelessly up to a distance of around 32ft. The Bluetooth feature allows the PS3 to have up to 7 controllers operating wirelessly and provided good controller battery life for up to 30 hours. The controller features a rechargeable battery that can be charged during game play using a USB cord. The SIXAXIS resembles the DualShock 2 controller, but features better analog sensitivity. The controllers L2/R2 buttons were modified to be like triggers. The original analog button was replaced with a jewel like PS button, used to access the menus or turn of the console. The biggest letdown with this controller was the removal of the Force Feedback (rumble).
Sony later on realised the DualShock 3 controller this featured the SIXAXIS and brought back the Force Feedback. The controllers contain a gyroscopic sensor and an accelerometer that can translate yaw, pitch and roll into onscreen action.




Advanced Motion Gaming Controllers
Nintendo have upped the anti as far as controller innovation. Their efforts made motion controlled gaming mainstream. Their Wii console attracted previously untapped audience of casual gamers both the young and the old. It only made sense that the competition would want a piece of the action.
Nintendo made motion gaming fun, but their Wii-Mote controller did not really translate 1:1 movement to onscreen game action. Literally, a flick of the wrist from your couch could score you a home run with the Wii Sports. While this works for lazy gamers, it did not represent true game immersion. Nintendo responded to this by releasing Wii MotionPlus in 2009. The Plus was a add-on which incorporated a dual-axis turning fork gyroscope and a single-axis gyroscope. In 2010 Nintendo released the Wii remote Plus, which basically just had the MotionPlus built into the controller.
Sony began their attempts by upgrading a device which was originally designed for their Playstation 2. In 2007 they released the Playstation Eye for the PS3. The Eye is a RGB camera capable of capturing standard video with frame rates of 60hertz at a 640 x 480 pixel resolution and 120 hertz at 320 x 240 pixels. In addition to being able to capture video it has other features like motion tracking, colour tracking, edge detection, gesture recognition, computer vision based head tracking and facial recognition/analysis. The Eye also features a built-in four-capsule microphone array that is capable of sound location tracking, echo cancellation, noise suppression and speech recognition.
In 2010 Sony released the Playstation Move. Which is basically the Nintendo Wii and the Xbox Kinect put together. Sony basically took the technology of their Dual Shock 3 and moulded it into a wand controller. The Move controller looks like a microphone, also includes an additional magnetometer to determine the controllers orientation. The move is an impressive controller, however the Move was designed to work with the Eye. At the top of the Move controller is a orb that can glow in a wide range of colours. The Eye also recognizes the gamer and how the controller is in relation. The Move’s built-in sensors and the Eye’s recognition library give the controller high precision and movement accuracy in 3D space. For example the PS3 can determine the location of the controller even if hidden behind your back.
Similar to the Wii-Mote the Move features it’s own nunchuk sub-controller. The controller communicates wirelessly via Bluetooth and replicates the functions of the left side of a DualShock controller. The Move coupled with the Eye allows for many immersive gaming possibilities.
Microsoft wouldn’t be left out of the motion controller. In 2010 Microsoft released the Kinect for the 360. The Kinect sticks to it’s ad line ‘You are the controller.’ The Kinect is a camera interface very similar to the Playstation Eye but moved up a level. The Kinect features 3D motion capture, facial recognition and advanced gesture recognition. It has four microphone array that is capable of sound location tracking, echo cancellation, noise suppression and speech recognition.
For the most part the Kinect does just sound like the Playstion Eye but what separates the two is the Kinect’s use of multiple cameras. The Kinect has a RGB camera capable of capturing standard video with frame rates of 30 hertz at a 640 x 480 pixel resolution, but also has a monochrome CMOS camera that is combined with an infrared laser projector. The hardware in the Kinect has a software that is capable of mapping the room you are playing in, but it also does a 3D scan of the player so it can recognize body parts, joints and over movements. The Kinnect can also track the motion of up to 20 skeletal joints per player and it can recognize 6 players onscreen.


The Move.me

The Move.me is something that Sony Playsatation is releasing to go with the Playstation Move.
The Move.me is not a game, instead it is an application that uses the Move motion controller as an input device. Sony want to see what applications programmers can create using the Move controllers on the Playstation system via the Eye camera and PC.
The Move.me is now available for download on the Playstation Network.
The Move.me has been designed for academic researchers, university students, college students, programming hobbyists and HCI developers.
Sony are interested in how areas beyond traditional gaming and have a list of areas that could be looked into.
-          Games and tools that support children’s physical fitness/nutrition
-          Child friendly programming interfaces for computer/technology classes or individual learning
-          Physical therapy and rehabilitation
-          Sports physiology or fitness training
-          Music and creative arts
-          Augmented reality, 3-D and other leading-edge technologies
-          Addressing Physically-challenged or special education needs
To play the Move.me you will need to have;
-          Playstation 3 system
-          Move controller
-          Playstation Eye camera
-          PC or internet-connected device

After looking on the Forum’s on the Playstation website it does seem to have a few issues with coding and some people who want to learn about coding haven’t got much of a basic coding tutorial to read or learn about the code.
I personally didn’t know what to make of it. I mean I found it funny how you could pick up the controller and use it as a sword but other than that until someone creates something the Move.me might get overshot by the Kinnect.

Project 2 Interactive novel
This term we have been given the task to come up with an interactive narrative story.
This story can either be an adapted existing story tale or an original work. I will do my interactive story in 2D just like a comic. I feel that I will work on a black and white novel similar to either Sin City or Batman Black & White, but I will have to go into further research to discover what would work best with my story.

My first thing to do is to think of an idea. I did a quick brainstorm and came up with a few ideas and where they are based on.
·         A pursuit of some sort, where some young girl is being chased by men.
(The matrix, Mirrors Edge)
·         Car chase, where a gang is running from the police.
(GTA IV, Point Break, Italian Job)
·         Sneak mission, agent is trying to infiltrate a warehouse filled with criminals.
(James Bond, MGS, Max Payne)
·         A race, possibly a professional car race, horse race (grand national or long distance racing) or a teenage race.
(Fast & Furious, NFS, Hidalgo, NASCA)
·         Dog fights, pilots in enemy airspace get attacked.
(Top Gun, Stealth, Pearl Harbour)
·         Monster encounter, young girl lost and is being hunted down by a creature.
(The village)
·         War story, soldier in a battle gets captured and must escape.
(The Great Escape)

Afterwards I thought that I should look at original ideas and stories that already are well known that many people to this day are familiar with.
·         Jack and the beanstalk
·         Little Red Riding Hood
·         Three Billy goats gruff
·         The Three Little Pigs
·         Hansel and Gretel
·         Cinderella
·         Little Mermaid
·         The Boy who Cried wolf

When looking at these classic stories I remembered also being told the Myths and Legends stories, as I was more interested in Greek Mythology and history as a young child.
·         Iris and Osiris (Greek)
·         The Achilles Heel (Greek)
·         Pandora’s Box (Greek)
·         The Gorgon’s Head (Greek)
·         Hercules (Greek)
·         Orpheus in the Underworld (Greek)
·         The Eye of the Cyclops (Greek)
·         The Minotaur (Greek)
·         The Dragon and Saint George (English)
·         The Grendel (Anglo-Saxon)
·         The Stolen Hammer of Thor (Norse)

I finally looked at horror tales that used to keep myself and my brother entertained.
·         Dracula
·         The Curse of the Mummy
·         The Body Snatchers
·         The Barbarous Barber

·         The Legend of Sleepy Hollow
·         The Hound of the Baskervilles

Now that I have gone through these stories and fairytales I have decided that I will do my interactive narrative story on an existing fairytale. This is because I feel that many people enjoy reading them and even to this day children are being told them. Another reason for doing it based on an existing story is because many stories now are based from the original fairytales.
However the only problem with original fairytales is that everyone knows the ending, so what is to stop the audience from just advancing through the story as the way it is known? Therefore I am going to have to twist the plot or create an alternative ending.

Out of these fairytales I will choose a few favourites and ask to see which people would rather read as an interactive comic. These are my favourites.
·         Jack and the Beanstalk
·         Hansel and Gretel
·         The Boy who cried Wolf
·         Pandora’s Box
·         Theseus and the Minotaur

Once I had these ideas down I went back and did a recap on what the actual narrative of the story was. Another thing that most of these fairytales have in common is that they all contain morals behind the plot. For example the boy who cried wolf is ‘to not tell lies’ and Pandora’s Box is ‘curiosity killed the cat.’

Theseus and the Minotaur – Pasiphae, wife of King Minos of Crete, had several children before the Minotaur. The eldest of these, Androgeus, set sail for Athens to take part in the Pan-Athenian games which were held there every five years. Being strong and skillful, he did very well, winning some events outright. He soon became a crowd favorite, much to the resentment of the Pallantides and they assassinated him, incurring the wrath of Minos.
When King Minos had heard of what befell his son, he ordered the Cretan fleet to set sail for Athens. Minos asked Aegeus for his son's assassins, and if they were to be handed to him, the town would be spared. However, not knowing who they were, King Aegeus surrendered the whole town to Minos' mercy. His retribution was that, at the end of every Great Year (seven solar years), the seven most courageous youths and the seven most beautiful maidens were to board a boat and be sent as tribute to Crete, never to be seen again.
In another version, King Minos of Crete had waged war with the Athenians and was successful. He then demanded that, at nine-year intervals, seven Athenian boys and seven Athenian girls were to be sent to Crete to be devoured by the Minotaur, a half-man, half-bull monster that lived in the Labyrinth created by Daedalus.
On the third occasion, Theseus volunteered to slay the monster. He took the place of one of the youths and set off with a black sail, promising to his father, Aegeus, that if successful he would return with a white sail. Like the others, Theseus was stripped of his weapons when they sailed. On his arrival in Crete, Ariadne, King Minos' daughter, fell in love with Theseus and, on the advice of Daedalus, gave him a ball of thread. This was so he could find his way out of the Labyrinth. That night, Ariadne escorted Theseus to the Labyrinth, and Theseus promised that if he returned from the Labyrinth he would take Ariadne with him. As soon as Theseus entered the Labyrinth, he tied one end of the ball of string to the door post and brandished his sword which he had kept hidden from the guards inside his tunic. Theseus followed Daedalus' instructions given to Ariadne; go forwards, always down and never left or right. Theseus came to the heart of the Labyrinth and also upon the sleeping Minotaur. The beast awoke and a tremendous fight then occurred. Theseus overpowered the Minotaur with his strength and stabbed the beast in the throat with his sword (according to one scholium, Theseus strangled it on Pindar's Fifth Nemean Ode).
After decapitating the beast, Theseus used the string to escape the Labyrinth and managed to escape with all of the young Athenians and Ariadne as well as her younger sister Phaedra. Then he and the rest of the crew fell asleep on the beach. They left early the next morning, but Theseus forgot Ariadne and Phaedra on the beach. Stricken with distress, Theseus forgot to put up the white sails instead of the black ones, so the king committed suicide. Dionysus later saw Ariadne crying out for Theseus and took pity on her and married her.

The Boy who cried Wolf – The Tale is about a shepherd boy who constantly tricks the villagers into thinking that a wolf is attacking his flock of sheep. But when an actual wolf does appear the villagers do not believe him and his flock is destroyed. The moral at the end of this story shows that liars are not rewarded even when they do tell the truth.


Jack and the Beanstalk - Jack is a young lad living with his widowed mother. Their only means of income is a cow. When this cow stops giving milk one morning, Jack is sent to the market to sell it. On the way to the market he meets an old man who offers to give him "magic" beans in exchange for the cow.
Jack takes the beans but when he arrives home with no money, his mother gets angry and throws the beans out the window and sends Jack to bed without supper.
As Jack sleeps, the beans grow into a gigantic beanstalk. Jack climbs the bean stalk and arrives in a land high up in the sky where he follows a road to a house, which is the home of an ogre. He enters the house and asks the ogre's wife for food. She gives him food, but the ogre returns and senses that a human is nearby:
Fee-fi-fo-fum!
I smell the blood of an Englishman?
Be he 'live, or be he dead,
I'll grind his bones to make my bread.
However, Jack is hidden by the ogre's wife and overhears the ogre counting his money. Jack steals a bag of gold coins as he makes his escape down the beanstalk. Jack repeats his journey up the beanstalk two more times, each time he is helped by the increasingly suspicious wife of the ogre and narrowly escapes with one of the ogre's treasures. The second time he steals a hen which laid golden eggs and the third time a magical harp that played by itself. This time he is almost caught by the ogre who follows him down the beanstalk. Jack calls his mother for an axe and chops the beanstalk down, killing the ogre. The end of the story has Jack and his mother living happily ever after with their new riches.

Hansel and Gretel - Hansel and Gretel are the young children of a poor woodcutter. When a great famine settles over the land, the woodcutter's second, abusive wife concocts a plan to take the children into the woods and leave them there to fend for themselves, so that she and her husband, with two fewer mouths to feed, might not starve. The woodcutter opposes the plan but finally, and reluctantly, submits to his wife's scheme. They are unaware that in the children's bedroom, Hansel and Gretel have overheard them. After the parents have gone to bed, Hansel sneaks out of the house and gathers as many white pebbles as he can, then returns to his room, reassuring Gretel that God will not forsake them.
The next day, the family walk deep into the woods and Hansel lays a trail of white pebbles. After their parents abandon them, the children wait for the moon to rise and illuminate the pebbles. They return home safely, much to their stepmother's horror. Once again provisions become scarce and the stepmother angrily orders her husband to take the children further into the woods and leave them there to die. Hansel and Gretel attempt to gather more pebbles, but find the doors locked and find it impossible to escape.
The following morning, the family treks into the woods. Hansel takes a slice of bread and leaves a trail of bread crumbs for them to follow home. However, after they are once again abandoned, they find that the birds have eaten the crumbs and they are lost in the woods. After days of wandering, they follow a beautiful white bird to a clearing in the woods, and discover a cottage built of gingerbread and cakes with window panes of clear sugar. Hungry and tired, the children begin to eat the rooftop of the candy house, when the door opens and a "very old woman" emerges and lures the children inside, with the promise of soft beds and delicious food. Their hostess is a "wicked witch" who waylays children to cook and eat them.
The next morning, the witch locks Hansel in an iron cage in the garden and forces Gretel into becoming a slave. The witch feeds Hansel regularly to fatten him up, but Hansel cleverly offers a bone he found in the cage (presumably a bone from the witch's previous captive) and the witch feels it, thinking it to be his finger. Due to her blindness, she is fooled into thinking Hansel is still too thin to eat. After weeks of this, the witch grows impatient and decides to eat Hansel, "be he fat or lean."
She prepares the oven for Hansel, but decides she is hungry enough to eat Gretel, too. She coaxes Gretel to the open oven and prods her to lean over in front of it to see if the fire is hot enough. Gretel, sensing the witch's intent, pretends she does not understand what she means. Infuriated, the witch demonstrates, and Gretel instantly shoves the witch into the oven, slams and bolts the door shut, leaving "The ungodly witch to be burned to ashes", the witch screaming in pain until she dies. Gretel frees Hansel from the cage and the pair discovers a vast treasure and precious stones. Putting the jewels into their clothing, the children set off for home. A swan ferries them across an expanse of water and at home they find only their father; his wife has died from unknown cause. The father has spent all his days lamenting the loss of his children, and is delighted to see them safe and sound. With the witch's wealth, they all live happily ever after.

Pandora’s Box - In classic Greek mythology, Pandora was the first woman on earth. Zeus ordered Hephaestus, the god of craftsmanship, to create her, so he did—using water and earth. The gods endowed her with many talents: Aphrodite gave her beauty; Apollo gave music and Hermes, persuasion. The gods also gave her the gift of curiosity. When Prometheus stole fire from heaven, Zeus took vengeance by presenting Pandora to Epimetheus, Prometheus' brother. With her, Pandora was given a beautiful jar which she was not to open under any circumstance. Impelled by her curiosity given to her by the gods, Pandora opened the jar, and all evil contained escaped and spread over the earth. She hastened to close the lid, but the whole contents of the jar had escaped, except for one thing that lay at the bottom, which was Hope. Pandora was deeply saddened by what she had done, and was afraid that she would have to face Zeus' wrath, since she had failed her duty; however, Zeus did not punish her, because he knew this would happen.

Joseph Campbell – Once I looked at the basic stories that have inspired me I spoke to Maire-Claire our course leader and she advised me to have a look at Campbell as he wrote the book ‘The Hero with a thousand faces’ he was a strong believer in the unity of human consciousness and its poetic expression through mythology, through the monomyth concept Campbell expressed the idea that the whole of the human race could be seen as reciting a single story of great spiritual importance.
With his book ‘The hero with a thousand faces’ Campbell wanted to show the resemblance between Eastern and Western cultures. He talks about when time evolves, the  story gets broken down into local forms, taking on different guises (masks), depending on the necessities and social structure of the culture that interprets it. Its ultimate meaning relates to humanity's search for the same basic, unknown force from which everything came, within which everything currently exists, and into which everything will return and is considered to be "unknowable" because it existed before words and knowledge. He also speaks about how the story has a known form/structure which can be classified into the various stages of a hero's adventures like the Call to Adventure, Receiving Supernatural Aid, Meeting with the Goddess/Atonement with the Father and Return.


George Lucas was one of the very first film makers to be influenced by Campbell’s theory when creating the story of Star Wars in 1977, George explained that the story was shaped by ideas from Campbell’s book ‘The Hero with a thousand faces.’ The linkage between Star Wars and Campbell was further reinforced when later reprints of Campbell's book used the image of Mark Hamill as Luke Skywalker on the cover.

After I looked at the myths and legends I remembered playing Disney’s Hades Challenge game when I was young and how that involved you as the player to interact with the story. The narrative behind this game is that you are assigned by the gods to become a hero, like Hercules. You are accompanied by Phil, the Satyr who looked after Hercules in the film.
You start off with a small job on the isle of Crete. You must help Daedalus imprison the Minotaur in the labyrinth. But first, you have to convince King Minos to let you see him, and to do that requires you give him a gift.
Daedalus requires some building materials, and you must travel to different islands to recover them. Once you have gotten all the materials Daedalus needs, you must trap the Minotaur in the labyrinth.
Once you have completed your quest, you are awarded the hero power of strength. Unfortunately, Hades makes you answer some questions about the gods first. But if you answer his questions correctly, you are awarded your power.
Your second quest is to bring a message to Helen of Troy from her rightful husband, King Priam. You must find the entrance to the labyrinth and make your way through it to the city of Troy. Then, you must find a way to get the message to her. Once she receives the message, you must find a way to get out, as the Greek bombardment of the city collapses the catacombs.
After that, you have to help seat the soldiers in the Trojan horse by using the sergeants to direct them to the correct seat. Each recruit must sit on a seat of the same colour as their uniform.
For the second mission, you are rewarded the Hero power of stealth, and once more you must answer Hades questions before you can continue.
Your third mission is to help Perseus gain the sword, shield, magic bag, sandals and helmet he needs to slay the medusa. Athena will give you the first two items at her temple in Seriphos. You must travel to Medusa Isle and trick the fates into telling you where the other items lie.
Once you have all the items, you must guide Perseus as he faces down the Medusa. He must keep in back of her so that she does not turn him to stone, and keep away from the snakes on the floor. You must get close enough for him to kill her and chop her head off.
After this mission you get the power of Wisdom. Once more, you must answer Hades questions. But this time, when you return to Phil's Island, Phil is gone, and Hades has him. It's up to you to get him back.
You'll have to face off against the Cyclops, Argus, the Hundred-headed monster, and Fear and Panic to rescue Phil. You must also use your hero powers to defeat these monsters and win your way through to the end.
This game has three difficulty levels, which can be set at any time in the story.

DisneyVillainsRevenge.jpg
Another game that I used to play when younger was Disney’s Villains Revenge. The game's story is set in the bedroom of the player, presumably a child. Jiminy Cricket is the guardian of a book in the player's room which features several stories with happy endings. However, the book's happy ending pages are ripped out by a very bored Jiminey Cricket, who has read them so often that they put him to sleep. As a game, he asks the player to put them back where they belong, when suddenly the book is possessed by the spirits of several Disney Villains, namely Captain Hook from Peter Pan; The Witch (Evil Queen Grimhilde) from Snow White and the Seven Dwarfs; The Queen of Hearts from Alice in Wonderland and the Ringmaster from Dumbo, who alter the stories to their advantage, without the presence of happy endings. The Blue Fairy appears and explains that because stories live on in the hearts of readers, removing  the happy endigs left the stories at their climax, with the heroes in peril and the villains in control. Jiminy and the player venture into the worlds of the stories to correct the happy endings.
In the altered stories, the Wicked Queen Grimhilde as Old-Hag Witch has built a giant house resembling her infamous poisoned apple and has put Snow White to sleep and intends to do the same to the seven dwarves. The Prince is also trapped by magic. The Ringmaster forces Dumbo to endlessly perform humiliating stunts in his circus. The Queen of Hearts has rather violently had Alice decapitated, although the girl does remain alive despite the separation of her body and head. Lastly, Captain Hook has aged Peter Pan into an old man, making it hard for the boy to fight, and the player fights Hook instead. The villains are defeated but then steal the happy ending pages, changing the bedroom into a battlefield mixed with their four areas. The player uses t he book as a shield to deflect the villains' attacks and defeats each one (Hook is sent flying by a reflected cannonball, the Wicked Queen Grimhilde as Old-Hag Witch is seemingly frightened to death by her own reflection (via you shooting poison apples), the Queen of Hearts surrenders when a hedge maze topiary statue she hides in is destroyed by you shooting Hedghogs and the Ringmaster is knocked unconscious by a well aimed custard pie). All of the happy endings are restored at the end of the game.

I went around and asked about the idea of a interactive fairytale and out of those few favourites many suggested that their favourite would be Hansel and Gretel. So now I will write a basic first draft script so that I can at least visualize and later come up with a simple storyboard.

My first script for Hansel and Gretel

Opening scene of a small, German style, village. Camera pans around looking at the village finally to focus on Hansel and Gretel’s house. Here we see a tiny house barely able to fit a family. The father is outside with his axe and the children running around in the garden.

Stepmother – “Hansel!!   Gretel!!   Dinner!!”

Hansel and Gretel – (Together) “Coming!!”

Children run inside the house and burst into the kitchen gorging themselves with what very little food they have. The Stepother and the Father have a quiet word in the other room, unaware the children have finished eating and can hear every word they are saying.

Stepmother – (Barked Order) “We must get rid of those kids!”

Father – (Reluctant reply) “Fine.   I will leave them in the woods tomorrow.”

Later that evening Hansel sneaks out while the parents are sleeping and goes around collecting as many white pebbles as he can possibly carry. Then he returns home.
Morning arrives and the family go out for a walk into the forest. Along the way Hansel is placing down his white pebbles that he has collected. The family stop and the parents leave Hansel and Gretel to fend for themselves.

Hansel and Gretel wait until night so that the moon illuminates the pebbles, lighting the way home. The children make their way home, to the shock of their Stepmother.
The Stepmother then orders the father to take the children deeper into the forest so that they die.

 Stepmother – (Anger) “Take those rats back into the forest to die!”

Hansel tries to find a way out to look for more pebbles but this time the Stepmother has locked all the doors and windows.
The following morning the family go out for a walk, this time Hansel takes a small loaf of bread to break up into bread crumbs, creating a trail home. Once they have been deserted in the forest yet again, they discover that the bread crumbs have been eaten by the birds and they are now lost in the woods.
After days of wandering the woods they pair follow a pure white bird into a clearing part of the woods. Where they discover a beautiful cottage made out of gingerbread and cakes, with sugar cane windows. Hungry and tired Hansel and Gretel begin eating the roof of the gingerbread house, when suddenly a withered old lady opens the front door and promises the children of food and a bed to sleep in.

Old lady – (Kind) “Come inside children. There is more where that came from”

Unfortunately this lady is a witch who eats children. The next morning the Witch has locked up Hansel in an iron cage outside, while Gretel has become her slave.
The Witch regularly feeds Hansel to fatten him up, except Hansel cunningly offers the Witch a bone, from a previous unfortunate child, and the Witch believes that to be his finger, as she is blind.
Eventually the Witch gets impatient and no longer cares as to whether Hansel is fat enough to eat.

Witch – (Impatience) “I will eat you whether you be fat or not!”
She orders Gretel to make the fire hot enough so she can eat them both. But Gretel fools the Witch into thinking she doesn’t understand the Witch gets close to the fire and shows her what to do. Gretel then immediately pushes the Witch into the fire and closing the oven door on her. The Witch then burns to death allowing Gretel to free Hansel and the pair discover a vast treasure of jewels. The two of them escape the gingerbread house. They finally return home to their father, who is ecstatic to see them. The Stepmother has died from some random cause and they lived happily ever after.

The End.

Now that I have come up with my first basic script for my story I now feel that I have to add or change some plots in the story to make it more interactive. I need to add certain elements into this story that will make it far more interesting for the person who is interacting with this story.
Here are a few ideas that could make it more interactive;
·         When the family go into the woods for the first time the player must click on certain places of the screen to place down the pebbles and the bread crumbs. This way the player has a choice to put them down.
·         When the children are lost in the woods for the second time the player could make decisions into what route to try and find a way out of the woods or they have to click on the route that has the white bird over the top.
·         Once captured by the Witch the player could choose to be either Hansel or Gretel and depending on their choice leads to a different plot point. Example if the player chose to be Hansel you would have to grab the bone and make the Witch believe you were too skinny to eat and try to find a way out of the cage.
·         With regards to the iron cage that holds Hansel maybe there is a combination lock on it and the player has to figure out what the code is by looking around the gingerbread house for clues.
·         As Gretel you might have to find the correct key to unlock the iron cage holding her brother, then when it comes to the Witch the player must try and get her close enough to the fire for Gretel to push her in.
·         Once the player has escaped the cage they then have to escape the house without waking the blind witch. She could possibly have a dungeon underneath the gingerbread house and you have to solve questions to advance through the tunnels. Example, What colour were the candy canes outside? Or how many candles were inside the house?
·         Risk and reward effect. If the player succeeds then obviously they complete the story but if they fail the player will have to watch the Witch capture or eat Hansel and Gretel. This way the player has to be careful but they do get a reward.
·         Possible checkpoints similar to modern games. This way the player will not become frustrated in failure and it will not slow the pace down of the story.

After discussing with a few colleges and Nigel, our project leader, they gave me some ideas about how to punish the audience for choosing the original path of the story since I worried about the audience going straight for the main plot of a well-known fairy tale. Therefore I looked at the idea of being possessed by spirits and demons, something that I got inspired by from watching films such as Paranormal activity and Insidious.

I finally decided on the idea of changing the ending for my interactive narrative as I need something to shock my audience and I will do this by having my final scene of Hansel and Gretel walking in the forest together and you can see their silhouettes, except Gretel’s silhouette is of the Witch.
This idea was inspired by the film Insidious. The ending of Insidious is about a family of a young boy named Dalton who gets taken into the spirit world by a demon. Dalton’s father Josh pursues him into the spirit world to save his soul, once he rescues his son they both escape the spirit world however only his son is his normal self. A mystic woman named Elise, who can see spirit beings, takes a photo of Josh. Josh attacks and kills Elise for taking this picture. The audience then see a flash back of the build-up for this incident, where Elise notices Josh’s hand is old and pale. She then takes the picture and instead of seeing Josh standing there it is an old demonic lady.   

Now that I have got my narrative sorted out I am now going to need to look at existing comics and graphic novels to get an insight on what works well, such as; the art style, colour, text and imaging.
To begin with I looked at iconic comic book characters such as; Spiderman, Batman and Superman. These 3 main characters are possibly the most well known and most successful in the comic world, they became so popular that all 3 became successful in television and film.

Spider-Man.jpgSpiderman - Spider-Man is a fictional Marvel Comics superhero. The character was created by writer-editor Stan Lee and writer-artist Steve Ditko. He first appeared in Amazing Fantasy #15 (August 1962). Lee and Ditko conceived of the character as an orphan being raised by his Aunt May and Uncle Ben, and as a teenager, having to deal with the normal struggles of adolescence in addition to those of a costumed crime fighter. Spider-Man's creators gave him super strength and agility, the ability to cling to most surfaces, shoot spider-webs using devices of his own invention which he called "web-shooters", and react to danger quickly with his "spider-sense", enabling him to combat his foes.
When Spider-Man first appeared in the early 1960s, teenagers in superhero comic books were usually relegated to the role of sidekick to the protagonist. The Spider-Man series broke ground by featuring Peter Parker, a teenage high school student and person behind Spider-Man's secret identity to whose "self-obsessions with rejection, inadequacy, and loneliness" young readers could relate. Unlike previous teen heroes such as Bucky and Robin, Spider-Man did not benefit from being the protégé of any adult mentors like Captain America and Batman, and thus had to learn for himself that "with great power there must also come great responsibility"—a line included in a text box in the final panel of the first Spider-Man story, but later retroactively attributed to his guardian, the late Uncle Ben.
Marvel has featured Spider-Man in several comic book series, the first and longest-lasting of which is titled The Amazing Spider-Man. Over the years, the Peter Parker character has developed from shy, high school student to troubled but outgoing college student, to married high school teacher to, in the late 2000s, a single freelance photographer, his most typical adult role. As of 2011, he is additionally a member of the Avengers and the Fantastic Four, Marvel's flagship superhero teams. In the comics, Spider-Man is often referred to as "Spidey", "web-slinger", "wall-crawler", or "web-head".
Spider-Man is one of the most popular and commercially successful superheroes. As Marvel's flagship character and company mascot, he has appeared in many forms of media, including several animated and live-action television shows, syndicated newspaper comic strips, and a series of films starring Tobey Maguire as the "friendly neighborhood" hero in the first three movies. Andrew Garfield will take over the role of Spider-Man in a planned reboot of the films. Reeve Carney stars as Spider-Man in the 2010 Broadway musical Spider-Man: Turn Off the Dark. Spider-Man placed 3rd on IGN's Top 100 Comic Book Heroes of All Time in 2011



Batman - Batman is a fictional character created by the artist Bob Kane and writer Bill Finger. A comic book superhero, Batman first appeared in Detective Comics #27 (May 1939), and since then has appeared primarily in publications by DC Comics. Originally referred to as "The Bat-Man" and still referred to at times as "The Batman", he is additionally known as "The Caped Crusader", "The Dark Knight", and "The World's Greatest Detective," among other titles.
Batman Lee.pngIn the original version of the story and the vast majority of retellings, Batman's secret identity is Bruce Wayne, an American millionaire (later billionaire) playboy, industrialist, and philanthropist. Having witnessed the murder of his parents as a child, he swore revenge on criminals, an oath tempered with the greater ideal of justice. Wayne trains himself both physically and intellectually and dons a bat-themed costume in order to fight crime. Batman operates in the fictional American Gotham City, assisted by various supporting characters including his crime-fighting partner, Robin, his butler Alfred Pennyworth, the police commissioner Jim Gordon, and occasionally the heroine Batgirl. He fights an assortment of villains such as the Joker, the Penguin, the Riddler, Two-Face, Poison Ivy and Catwoman. Unlike most superheroes, he does not possess any superpowers; he makes use of intellect, detective skills, science and technology, wealth, physical prowess, martial arts skills, an indomitable will, fear, and intimidation in his continuous war on crime.
Batman became a very popular character soon after his introduction and gained his own comic book title, Batman, in 1940. As the decades wore on, differing interpretations of the character emerged. The late 1960s Batman television series used a camp aesthetic which continued to be associated with the character for years after the show ended. Various creators worked to return the character to his dark roots, culminating in the 1986 miniseries The Dark Knight Returns, by Frank Miller, while the successes of Tim Burton's 1989 film Batman and Christopher Nolan's 2005 reboot Batman Begins also helped to reignite popular interest in the character. A cultural icon, Batman has been licensed and adapted into a variety of media, from radio to television and film, and appears on a variety of merchandise sold all over the world such as toys and video games. The character has also intrigued psychiatrists with many trying to understand the character's psyche and his true ego in society. In May 2011, Batman placed second on IGN's Top 100 Comic Book Heroes of All Time, after Superman
http://en.wikipedia.org/wiki/Batman#Creation

Superman.jpgSuperman - Superman is a fictional comic book superhero appearing in publications by DC Comics, widely considered to be an American cultural icon. Created by American writer Jerry Siegel and Canadian-born American artist Joe Shuster in 1932 while both were living in Cleveland, Ohio, and sold to Detective Comics, Inc. (later DC Comics) in 1938, the character first appeared in Action Comics #1 (June 1938) and subsequently appeared in various radio serials, television programs, films, newspaper strips, and video games. With the success of his adventures, Superman helped to create the superhero genre and establish its primacy within the American comic book. The character's appearance is distinctive and iconic: a blue, red and yellow costume, complete with cape, with a stylized "S" shield on his chest. This shield is now typically used across media to symbolize the character. The original story of Superman relates that he was born Kal-El on the planet Krypton, before being rocketed to Earth as an infant by his scientist father Jor-El, moments before Krypton's destruction. Discovered and adopted by a Kansas farmer and his wife, the child is raised as Clark Kent and imbued with a strong moral compass. Very early he started to display superhuman abilities, which upon reaching maturity he resolved to use for the benefit of humanity.
Superman has fascinated scholars, with cultural theorists, commentators, and critics alike exploring the character's impact and role in the United States and the rest of the world. Umberto Eco discussed the mythic qualities of the character in the early 1960s, and Larry Niven has pondered the implications of a sexual relationship the character might enjoy with Lois Lane. The character's ownership has often been the subject of dispute, with Siegel and Shuster twice suing for the return of legal ownership. Superman placed first on IGN's Top 100 Comic Book Heroes in May 2011.


When we got back to university after Christmas, Nigel gave us a quick background lecture on Comics and films to help us get an insight on how to view a sequence of scenes. He began by introducing to us the Kuleshov effect.
The Kuleshov effect was thought up by a Russian film maker around the 1920’s who got hold of, at the time, a very famous Russian actor who had very good facial expressions. Due to the fact that back then there was no sound all the audience had to go by was the actors expressions, so what he did was get the actor to do different facial expressions then edit the expressions by inserting different images after each expression. This was then showed in a cinema to a random audience. The film started playing and it began with a young girl dead in a coffin then it showed the actors reaction of remorse and grief, then showed some hot soup and the actors face showed hunger, then a sexual women, again showing the actors face this time of lust etc. At the end of the showing the audience commented on how well he showed all the emotions, when in truth he never did change his expression; it was just the same slide of him doing one expression.
This theory shows how you can influence people’s minds by using visual images.

Another example of showing images was this rabbit character called Miffy. This was a children’s book with no words, so the story was described via the images shown. Nigel picked two images of Miffy the first one was her looking at painting then the second was Miffy drawing. Then he put both the images together and it created a basic narrative of Miffy going to a gallery then going home and being inspired to do some art work of her own. However Nigel then switched the images round and the narrative changed so it now looks like Miffy was drawing and the image she is looking at in the gallery could be hers. Again this is showing how selective imagery shows the audience what you want them to see, or in some cases what you don’t want them to see.

Nigel then spoke very briefly about lenses and how they are used to show the character and environments.


Finally Nigel showed us some different comic book/graphic novel artists;
·         Dave McKean – Arkham Asylum
·         Marcos Mateu-Mestre – Framed Ink
·         Clayton Crane – Ghost Rider; Trail of Tears
·         Wing Shing Ma – Hero
·         Jon J Muth – The Mystery Play
·         Simon Bisley – Judgement of Gotham
·         Bo Hampton – Batman; Caste of the Bat
·         David Mack – Kabuki Dreams
·         Ashley Wood – Hellspawn
·         Jae Lee & Richard Isanove – Dark Tower; The Gunslinger Born

With some of these images Nigel spoke about how important it is with the view and how you represent it. He used an example of Batman Arkham Asylum, where the joker is towering above two face and barking orders at him. Nigel began explaining how this shows the reader how the joker is in control of two face, not only the fact is he towering over him but his eye line is looking down on him and its far more natural to look down when you are showing dominance in a character. Also two face was enclosed in a very tight space which also showed how much in control the joker is.
Nigel also used examples of “Hellspawn” and “Ghost Rider” to show dominance because it’s a full shot of the character looking down at us, the reader.
Finally Nigel spoke about how big images meant something relatively slow and at normal pace is shown or represented, but when it comes to action sequences the images are much shorter/thinner and much closer together.
So now when I come to drawing my story board I will have to think about the view point and how to link up the images correctly. Showing the reader only what I want them to see, I will also have to make the Witch look down at the children to show how overpowering she is compared to them and the audience. With the action parts such as Hansel and Gretel being lost in the forest and making them run to make it look more scary that they are now lost. I shall have to look at this when and test some different views out then show them to people and see how they react to them.

When coming up with a final design style for my novel I wanted to do something completely different to the typical detailed or simple comic blocked colour so I looked at a the Disney style since my Novel is a fairy tale. But I have taken a black and white style to it, inspired by Frank Miller who is famous for Sin City and 300. I really like his style as it manages to show what he is telling while not needing too much detail in the images.