Taking me way too long to get stuff written for this essay so here's some notes that are supposed to help me write it. Got a long way to go.
Novel Elements [I've probably missed the point on these so feel free to correct me]
- parallel stories which are interlinked
- alternate chapters
- unnamed protagonist (is the reader projected onto this character?)
- Indirect/Atypical approach to hero's journey
Core concepts of novel
- Identity
- Self (mind?)
- Use of conscious & subconscious mind
Story breakdowns:
Hard-Boiled Wonderland
Hero:
Unnamed Protagonist
Job/Special Skills:
Calcutec, human data encryption device
Setting:
Retro-futuristic Tokyo
Common item:
Unicorn skull as prop
Love interest:
Librarian as love interest
Guide/Mentor:
Guidance from old scientist and granddaughter
Enemies:
- Semiotics & Factory
- System
- INKlings
- Thugs (Junior & Big Boy)
Goal:
- Solve mystery surrounding current assignment (?)
- Not get killed (assumed goal)
Are the narratives linked: Unaware of existence of other until revealed to protagonist
The End of the World
Hero:
Unnamed Protagonist
Job/Special Skills:
Dreamreader, reads dreams from unicorn skulls
Setting:
Isolated walled town
Common Item:
- Unicorns, part of town
- Unicorn skulls part of 'dream reading'
Love Interest:
Librarian who main character forms relationship with
Guide/Mentor:
- Shadow (Provides objectives)
- Gatekeeper (Gives character job)
Enemies:
- Shadow (does provide conflict)
- Gatekeeper (enforces Town rules)
- Time (period of time to complete objectives)
- Woods & Woodfolk
Goal:
- Escape from Town(Shadow's goal)
- Find out about Town (Narrator)
- Keep grasp of mind (Narrator)
Linked to other narrative:
- Cannot remember past life (other self)
- At times memories from concious self make protagonist more aware
Game Design
This is just some notes on if I think the game is or isn't resistant to becoming a game.
Pros
- Interesting story & concepts
- Mixture of genres
- Exciting world(s)
- Subtle clues/links between stories
- Locations inspiring
- Potential for themes/concepts be explored in game
- Follows Campbell's hero's journey
- Atypical narrative
- Player/reader free to decide how story is told/read
- Can have replay value (dependant on point above)
- Games with similar themes have been made
Cons
- Story can be confusing
- Alternate stories quite different
- World(s) too unfamiliar to player
- Difficult to tie together graphically
- Links need to be made by reader/player
- Hard to explain
- Reader can't relate to characters (debatable)
- Ending up to reader's interpretation
- Ties to hero's journey not clear (atypical)
- Goals unclear
- Can't "win" game
- Replayable?
- Fun?
- Novel targets particular audience (intellectual)
fantastic choice of work ... very daring - maybe consider a really art treatment?
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