Thursday, 14 November 2013

Final Thoughts on Program Sandman


Before reading this post, make sure that you have a play with Program Sandman by clicking here.

My one regret of Program Sandman has to be how unpolished it looks. Despite having some striking shots, such as Ian as the wolf or the pan towards the phone at the beginning, a lot of the project was rushed and some scenes that needed that extra mile were left short. The beginning of the video, where a voice over begins to describe what is happening is my least favorite part of the whole experience, as it is very boring to watch. Originally I imagined it to play out like a computer loading up, with text flying up all over the place and a photo of Daniel loading up to establish the character the user would play. However due to lack of time and software, I could not achieved this and had to settle for the main title and a voice over.

There were also extra scenes from the script that had to be scrapped during filming to save time to edit, such as an extra dream at the beginning and two optional scenes to play out before seeing the wolf at the end, to show how serious Daniel’s problem was. Everywhere I look at the project I see ways of improving it, such as showing game footage during the play dream or showing brief flashbacks of Daniel’s waking life during the dinning room scene. However this is what every creator sees and despite having these thoughts, I am happy with Program Sandman.

I enjoyed exploring how to tell an interactive story, or a story that could only be told in an interactive way. The one thing I am most happy with in this project is The Wolf. The way the character came out was how I envisioned him, mysterious, disturbing and cold, a version of Daniel that he hides from himself in the depths of his own subconscious. I also enjoyed conveying the meanings of Daniel’s dreams and mind through the objects and characters seen in the video. The Wolf, the phone, the whisky, when seen in a dream, suggest that a person has a secret they wish to hide from someone. In this case, Daniel has an alcohol problem, which he wishes to hide from his friends. With the deleted scenes, it would have been suggested that Daniel developed this problem from the loss of a loved one. However after showing this video to a few people, these reasons did not come across, people understood that Daniel had a problem, but did not understood why he was hunted by a wolf, or they did not realize that the Wolf had any significance whatsoever.

Despite this, I would rather the user feel slightly confused and try to think of a reason themselves, for this is what people do with dreams. They wake up, slightly confused and work out their own theories for themselves. Even though I could create mini annotations that could explain the theory behind what Daniel sees, I feel that this would take away from the experience of Program Sandman. The experience of thinking you have control in this dream, but having it taken away from you.

I have thought of some future developments of Program Sandman, to let it become an interactive web series, where the users has control over Daniel’s dreams and also watches his waking moments with other characters and see how they affect his dreams. However when the ending comes, it is revealed that the waking episodes were dreams themselves and that the whole series has been one dream cycle. By making Sandman a series, it gives time for the Wolf to be mysterious and menacing, making him a character who the user’s would fear. It also lets Daniel grow as a character and a chance to interact with other characters, both in the waking world and the dream cycle.

Program Sandman was an interesting project and has left me wishing to be more experimental with my projects. The whole module of creative media practice has shown that the way we tell stories is changing and interactive narratives can become a common aspect in the future’s media.  

No comments:

Post a Comment