I've been fortunate this semester to be part of a team developing an educational game using mobile, handheld technologies. Our aim is to continue developing this game for sixth graders who use phones to participate in a time travel story involving solving puzzles in the Madison Capital building.
Our biggest (and most fun) challenges have been (and still are) to create engaging game mechanics & puzzles that utilize physical space, as well as exploring the use of story structure techniques to also foster engagement.
On the story side of things, one tidbit my folklore course professor told me has stuck like glue. She said that immersive stories usually do two things: One is that they violate expected (or traditional) conventions. The second is that they still use some expected conventions. Just enough familiarity is needed to keep the audience's attention, but violating the form causes gaps in the audience's expectations, and then questions are formed, meaning there is serious yearning for resolution. Shrek is a well known example of playing with form as well as using
familiar ones. LOST is a great one.
In the case of our mobile game, we don't have to worry about violating form - we're already doing that by using a new, mobile medium. What we're doing is deliberately using tried and true storytelling techniques (
Propp's 31 narratemes have been really helpful).
Roger Ebert's blog post today reminded me of this "violating the form" principle as he reminisced about "Joe Versus the Volcano".