虚拟现实中的叙事设计[VRDC]

Yesterday at our VRDC presentation Narrative Design in Virtual Reality, we brought a challenge to the VR industry: create better narratives.

昨天在我们的VRDC演示“虚拟现实叙事设计”中 ,我们给VR行业带来了挑战:创建更好的叙事。

The difference between a story (what happens) and a narrative (the representation of what happens) is a crucial distinction for virtual reality — a medium where ‘narrators’ have designed not just the words of a novel or the dialogue of a stage actor, or even the interactive environment of an RPG game, but the entirety of what you see, touch, hear, feel, and choose. Just in case your ‘narratee’ looks anywhere, you must ensure you’ve narrated everywhere.

故事(发生的事情)与叙事(发生的事情的表现)之间的差异是虚拟现实的关键区别-一种“叙述者”不仅设计小说的文字或舞台演员对话的媒介,甚至是RPG游戏的互动环境,但您看到,触摸,听到,感觉和选择的全部内容。 以防万一您的“旁白”出现 任何地方 ,您必须确保已 任何地方旁白。

If you saw even a glimpse of VR headlines in 2016, you probably noticed that people from all corners of the ecosystem are clamoring for more content, longer content, replayable content. Is it really the running time that’s the problem? Or is it that we aren’t raising the bar for the complexity of stories we want to tell?

如果您甚至在2016年看到了VR头条新闻,您可能已经注意到,生态系统各个角落的人们都在呼吁更多内容,更长内容,可重播内容。 这真的是运行时间吗? 还是我们没有提高我们要讲的故事的复杂性的门槛?

For those who couldn’t make this session, here is a recap of what our panelists brought.

对于那些无法参加本次会议的人,以下是我们小组成员带来的回顾。

Our VR/AR Evangelist, Sarah Stumbo, pointed out that the self-help quote “conflict does not exist without your participation” — while a wise piece of advice for avoiding drama in your personal relationships — is really a brilliant way for VR devs to be reminded that because conflict is an essential ingredient for story, participation is an essential ingredient for a VR experience. How else can we level up how a user participates? Is it just moving objects and witnessing events, or can it be something more? When a user has a sense of agency, you give them the power to make choices and control their own destiny. Without agency, they may as well be sitting in a seat watching a flat screen. Without conflict, they’ll look around and say, “Am I doing this right?” while holding up their controllers. Conflict + agency = interactive storytelling. So give your audience a sense of purpose, a way to control their destiny. VR offers a new way to participate, and such a beautiful opportunity shouldn’t be wasted.

我们的VR / AR传播者Sarah Stumbo指出,自助报价“没有您的参与就不会存在冲突”,同时也是避免您的人际关系戏剧化的明智建议,对于VR开发人员而言,这确实是一种绝妙的方式请注意,由于冲突是故事的重要组成部分,因此参与是VR体验的重要组成部分。 我们还能如何提升用户的参与方式? 它只是在移动物体并见证事件,还是其他? 当用户有代理感时,您便可以赋予他们做出选择并控制自己命运的能力。 如果没有代理,他们也可能坐在座位上看平板电视。 在没有冲突的情况下,他们会环顾四周,说:“我这样做正确吗?” 同时按住他们的控制器。 冲突+代理=互动式讲故事。 因此,给听众一种目标感,一种控制他们命运的方法。 VR提供了一种新的参与方式,不应浪费如此美好的机会。

Next, our Principal Designer at Unity Labs, Timoni West, brought to us a fuller understanding of the power of intentional sound design. Sound, which gives us everything from music to dialogue to effects, is another element that becomes even more crucial in VR, where you have ambisonic sound. To move the story forward, sound can be placed in a particular spot to get the user to look towards or away from the action — a ‘cue’ to give your user the best chance of aligning their view area with the area containing information. To put it differently: sound is your new editing room.

接下来,我们Unity实验室的首席设计师Timoni West向我们提供了对故意声音设计功能的更全面的了解。 声音为我们提供了从音乐到对话再到效果的方方面面的一切,这是另一个要素,在具有泛音的VR中,这一要素变得尤为重要。 为了使故事向前发展,可以将声音放在特定的位置,以使用户将视线移向或移开该动作-一种“提示”,使您的用户有最大的机会将其查看区域与包含信息的区域对齐。 换句话说:声音是您的新编辑室。

Silvia Rasheva, a Producer on Unity’s demo team that gave us “The Blacksmith” (2015) and “Adam” (2016), unpacked the immense opportunity that environmental storytelling offers VR creators. From mood, world-building, character clues, and mise en scene, the environment a user begins in becomes the first touch of narrative: where am I, why am I here, what do I know so far? Over time, environmental storytelling has built up its arsenal. We used to tell stories sitting around a campfire, then through the written word and then on stage. With film, and then the interactivity of games, we found ourselves with almost too many ways to leverage environments. And now with VR, we have even more. What new tools have arrived with this medium? For one thing, the environment is to-scale for the first time (a tree is as big as a tree!). We also have the fact that the environment is now 360 degrees, and things like haptics (such as boots that make your feet feel like you’re walking on snow). Ultimately, Silvia said, you must remember to still treat your environment as a stage: place things to serve the story, and serve the user’s attention. In a VR experience, maybe you’ll have 14 stages, as a user walks toward the ultimate destination/climax. But don’t be afraid to unlearn some of the things film has taught us to do in order to be successful — like the need to control absolutely everything.

Unity演示团队的制作人Silvia Rasheva给了我们“铁匠”(2015年)和“亚当”(2016年)的机会,他们讲述了环境叙事为VR创作者带来的巨大机遇。 从情绪,世界建设,角色线索和场景中,用户开始的环境成为叙述的第一手:我在哪里,我为什么在这里,到目前为止我知道什么? 随着时间的流逝,环境叙事逐渐建立起来。 我们过去常常在篝火旁讲故事,然后通过书面文字讲故事,然后在舞台上讲故事。 通过电影,然后是游戏的交互性,我们发现自己几乎可以利用多种方式来利用环境。 而现在有了VR,我们拥有了更多。 这种媒介提供了哪些新工具? 一方面,环境是第一次扩展(一棵树和一棵树一样大!)。 我们还拥有这样一个事实,即环境现在为360度,并且触觉之类的东西(例如靴子会使您的脚感觉就像在雪地上行走一样)。 最终,西尔维亚(Silvia)说,您必须记住仍然将您的环境视为一个阶段:放置事物来服务故事,并引起用户的注意。 在VR体验中,当用户走向最终的目的地/高潮时,可能会有14个阶段。 但是不要害怕了解电影为成功而教给我们的一些事情-例如控制绝对的一切。

The other star of the presentation yesterday? All the amazing content from VR creators that exemplified some of these techniques. From Asteroids (Baobab Studios), to The Price of Freedom (Construct Studio), to Life of Us (Within), we are so inspired by the incredible talent pushing these narrative boundaries in VR already.

昨天演讲的另一位明星? VR创作者提供的所有令人惊奇的内容都证明了其中一些技巧。 从小行星(Baobab Studios),到自由的代价(Construct Studio),再到《我们的生活》(Within),我们受到了令人难以置信的才能的启发,这些才华横溢地推动了VR的这些叙事边界。

To those who caught our VRDC panel, thank you so much for your enthusiasm and energy. For those who couldn’t, keep an eye out for some great talks around narrative at Vision Summit in May! This upcoming year will prove to be another exciting, innovative one for virtual reality storytelling. We can’t wait to see what you create.

对于那些接过VRDC小组的人,非常感谢您的热情和精力。 对于那些做不到的人,请留意5月的视觉峰会上有关叙事的精彩演讲! 即将到来的一年将被证明是虚拟现实故事讲述的又一个令人兴奋的创新一年。 我们迫不及待想看到您创建的内容。

翻译自: https://blogs.unity3d.com/2017/03/01/narrative-design-in-virtual-reality-vrdc/

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