New Student Orientation

Premise and purpose.

My items are petroglyphs and the cave of wonders. Our heroes are searching for their treasure, but they stumble upon the cave of wonders. The cave is not filled with treasures, yet they discover something even better. They discover petroglyphs of those who came before them telling their stories of guidance and strength. The hero’s before created petroglyphs to share with the next generation of heroes. What makes it engaging is the storytelling aspect of it.

Audience and market

The project is intended for new students who are going to attend college. The entertainment they are interested in is storytelling. I would think that the students are tech savvy because everyone is nowadays. The project would be appealing to them because it is virtual. They have storytelling projects at other schools.

Medium platform genre

The interactive medium and media work is composed of virtual elements. Pixels. Probably coding or. The strength of the medium is that they can be utilized virtually, and the limitations are that not everyone can enjoy the project because not everyone can afford a computer that will provide a virtual environment. The platform will be one is second life. The genre it fits in is stimulation, or historyish.

Narrative and gaming elements

Our work consists of narrative elements, it is a story. The storyline and major events are mostly analyzed, but on the other hand, students comprehend some aspects of the process.

My step is step ten which is the hero is on their journey home and metamorphosis. I think the challenge the hero faces on the road back is metamorphosis. Change is a good thing but not knowing what lies ahead is terrifying. The tone of my narrative is humorous, informative, and optimistic. All while being encouraging. Our work does utilize gaming elements, but there is no losing. It is always winning.

User’s role and point of view

The role the user will take on in the interactive environment is the hero. The nature of the user’s agency is the freedom to choose whether they interact in the virtual world or in real life. The point of view of the user would be to see themselves in the virtual world if they choose to be in world.

Characters

The nonplayer characters in our project are those who either choose not to be in the world or those who cannot afford a great computer. The nonplayer characters have a role as helpers to those who play in world.

Structure and interface.

The starting point in the user’s experience is step one and the ending point is step twelve. Our project is structured by being like a story. The beginning introduces the characters, the setting, and the conflict. In the middle is the developed subplot, The challenges, and the climax. The end results are the conflict, shows the outcome, and delivers the message. The user will navigate through the content. By moving to each step, they will know If they are progressing by Winning rewards. The navigational elements are steps, rewards, interaction, and resources.

Story world and sub settings

The world where our project is set is virtual. It consists of an island with a big pirate ship. It is divided up by Water and land. The setting looks like a virtual world. . There are different Settings. If the user chooses the virtual experience, they get to choose the challenges in the project. The time period is the steam punk period with a little pirate era.

User engagement.

The user will stay engaged and want to spend time with it because there are ways of interacting with other students, winning rewards, and learning all the wonderful things that Peninsula College has to offer.

The important goal.

The user is trying to accomplish by the end of the experience is to get it done. It will be of significant importance to users to learn everything about where they are going to go to school  There is added tension to the experience because this is what they want to do before classes start. I will not be building a system of rewards or penalties. I am offering meaningful interactivity by letting students choose their own path to freedom and encouragement. The activity will not have a significant impact on the experience.

Overall look and sound

The visuals I will be using are animations, video text and images. The overall look of the environment is realistic and fantasy, a little of both. There is not a connection between virtual and physical interactive experiences. The elements or objects in the scavenger hunts are animals’ friends and foes. The setting for the hunt is the virtual world. The goal for the transformative experience is making friends learning resources and having an enjoyable time.

Marketing the hero’s journey

This project will be marketed through social media, news and through the school. The social media will be Facebook, Instagram TikTok, and twitter. It will not require mentorship or management to be successful.

Web

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