#Week 1 – Digital narrative analysis

Introduction of myself:

My name is Kaixin Guo, I am a second-year student, and my specialization is graphic design and website design. I am interested in exploring the theory of narrative. Thank you for reading my blog post and hope you enjoy it.



on roof

Sutu (2016)

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Submarine Channel 2016


The digital narrative for week 1 to examine is a Webdocs called “The memories won’t last.” It is an interactive web animation which talking about a grandson named Stu Campbell uses digital media to describe the eventful life of his grandfather who is suffered from dementia. The author uses different story elements to build up a digital narrative in this effective Webdocs. There have four causally and chronologically linked up events of the tale. The story started from a grandson’s memories of his grandpa in the past, and the second plot is the turning point which talked about Stu’s grandfather lost his control when he knew the death of Stu’s grandmother, and that lead his health deteriorated rapidly. After experiencing the psychosis, Stu narrated about how his grandfather’s remembering things in the war and childhood and forgetting things in the present. At the end of the narrative, grandfather questioned the value of memories, and everything was forgotten by him. The two principal actors in the story are a grandfather (the protagonist) and Stu (The first person and the storyteller). Moreover, there are some supporting roles such as the mother who responds for looking after the grandfather and some characters in grandfather’s memories. The time of the tale jumps between the past and present. Therefore the story location can be divided into two categories which are the past and the present as well. The previous locations took place on the roof, the War II, and grandpa’s hometown and the current locations occurred in the hospital where the place grandfather suffered from dementia.

The arrangement of the events in the narrative can be defined from the ‘past’ to ‘the present.’ Because it started with a flashbacks story of  Stu’s memories which talked about grandfather taking off his pants on the roof, and an army story of the young grandfather was a man used to pride himself on his cleverness. Suddenly, the pace increases with the nervous sounds, the tension was built in the new plot which was jumped to grandfather’s current deteriorated condition that shows a significant contrast to the grandson’s memories. Then, the story slowed down to emphasize how a grandson was losing his grandfather, and how a grandfather was losing his memories day by day. This Webdocs uses appropriated rhythms to emphasize the new conflict and climax, it helps the narrative to build tension which attracts readers’ attention. Moreover, the focalization of the narrative keeps changing as the grandfather’s condition was variable and it leads audiences to keep interested to read the story. In this digital graphic narrative, the author as the first person who is a reliable, limited and explicitly character who expresses a regrettable feeling of watching his grandfather losing such a good memories. The story provides enough evidence that helps the reader to clarify the relationship between roles and the development of the story. As a result, this narrative is a Webdoc format, this is a digital story document that provides more interactive reading experiences with audiences, it combines with images, text and sound design that express the same emotion with what author want to say to readers.

In this digital story, the framework of traditional storytelling is clear to see. In the beginning, Stu used a particular story to introduce his grandfather and setup the Act 1. In the Act 2, the level of tension increases as his grandpa was rushed to the hospital by emergency ambulance. This turning point also leads to the new crisis: the protagonist (grandpa) fighting with the nurse as his mind back the war, and grandpa believe Stu and Stu’s mother steal his teeth and his hat.  In the final Act, grandpa forgot everyone. The story ends with a question which is the grandpa asking himself: “Too much of my life was watching friends die, what have I even lived for?”  This issue drives people to consider what is the value of the memories in the final of the tale. Although the layout structure in this narrative is traditional in the sense that it is following the framework of The Three Act Play and linear narrative. The story is not divided into three Acts, it is divided into Thesis, Antithesis, and Synthesis.

This Webdocs exhibit numbers of unique characteristics of digital media.  It shows the modularity and variability because it consists of a variety of media such as comic graphics, animations, text, and sounds. All these independent elements can be separate and recombine without damage the work itself ( Ryan 2004a). Readers can use the mouse to scroll down to view the next page of the story, and previous pages will disappear when the users scroll back because that means the fading memories of his ailing grandfather. Also, the sounds are different on each page depending on the mood and tone (Submarine Channel 2016). The Webdocs exhibit the characteristic of participatory. Readers can use this Webdocs to interactive with people across space and time as this Webdocs can be share within the social media or networking, also. However, people cannot change the work if they do not have the raw materials of this Webdocs. Moreover, this work does not exhibit programmed behaviors because it does not simulate some kind of object, system or intelligent agent.

The story tells in the traditional sense as the story setup at the beginning that leads to a relative and logical ending. However, the variable format of the story offers excellent reading experiences because it is more attractive, and engaged the audiences sinks to the story and views the story as a first person.


Additional reflection:

The purpose of this work is the idea of audiences can carry his grandpa’ s memories. It is a strong narrative because it questions people to consider the value of memories. People in nowadays are too relying on digital devices, if one day people lost their phone, they may lose the photos and some memories. Therefore, it is better for people to remember thing and share it

The purpose of this work is the idea of audiences can carry his grandpa’ s memories. It is a strong narrative because it questions people to consider the value of memories. People in nowadays are too relying on digital devices, if one day people lost their phone, they may lose the photos and some memories. Therefore, it is better for people to remember things and share it with others.

The target audiences are digital comics fans. They will love this narrative as this narrative consists of highly interactive with the proper use of graphic, animation, and sounds.



Sutu 2013, These memories won’t last, retrieved 24 July 2017, <http://screendiver.com/directory/these-memories-wont-last-interactive-comic/&gt;.

Ryan, M.-L. 2004. “Multivariant Narratives” In A Companionto Digital Humanities, edited by S. Schreibman,R. Siemens and J. Unsworth, 415–430.Oxford: Blackwell.

Profile: Sutu Interactive Comics Creator 2016, vimeo, Submarine Channel, retrieved 24 July 2017, <https://vimeo.com/175204833&gt;.

Week 5 – Simulation

This game is called fantastic life. It is an adventure game that players need to get the treasure to go the next level.

The game is happening in a gallery, and there have four rooms are on each side of the gallery.  Players will enter the first room which is the entrance to start the game. The four rooms are Jungle, Wonderland, Undersea, and Desert. This four environment mean four attitudes of life. Players need to deal with the difficulty in each room in order to go the next room. The game will be played on the mobile phone, and using tap and swipe to control the game. When the players can not pass the difficulty and dead, the game will automatically play again.

The first room which is the Jungle. Players need to tap the screen to jump in order to avoid the obstacle and find the entrance to the next room.

The second room is the wonderland. Players need to fight with different monsters to get the gold key.

The third room is the undersea experience. Players will become a little fish and eat other fishes to become stronger and bigger. Also, players need to avoid the fish which is bigger than itself. When the players become the shark, they can go the final room.

The final room is the desert. Players need to tap the screen as much as possible to run to the swimming pool which is in front of the players. And players need to run to the swimming pool in 30 seconds, otherwise, it will be failed.

Additional reflection:

  • Describe the target audience for your narrative

The target audiences will be junior high school students who have well-educated and good skill on using the phone.

  • Identify the activities offered by your narrative, and whether they are suited to your audience.

The activities of my game provide an adventure environment and experience which suit for the teeneger as they are a group of curious people and want to try different things.


Digital narrative week 4

Act I – Set up

The Hook

Ben is a high school student in New York. He goes to school in the morning as normal. Ben finds that everyone in university is doing their own business without any facial expression. All schoolmates are wired because nobody replies ben’s greeting, except Ken. They realize that people in school look like a machine.

Character setting

Ben and Ken decided to find out the solution that helps everyone back to normal. Ken hears someone’s laughing from the toilet. Ken and Ben are attracted by that sounds, they saw school cleaner in there.


The Complication

They talk to school cleaner and ask what happened at the school. School cleaner promise to teach them how to save everybody.

Plot Point #1

School cleaner takes them to the store room. Suddenly, the door locked. She lies to them and lead them into a trap.


Act II – Conflict

First Part
Ken and Ben realize the cleaner is an evil and they must run away from the room.


Ben finds a note paper on the floor and the paper mentioned: Hi, I am the victim, school cleaner is controlling my friend’s mind by using the poison. To save yourself and everybody, you must unlock the password to escape from the store room and kill her. Ben and Ken find two doors into the chamber, and they crack the password and open one of the doors.

Plot Point 2

When the door opens,  poison gas is releasing from everywhere.

Act III – Resolution

Ben and Ken tried their best to stop breathing and running to a safety zone, they saw a group of students is making poison for school cleaner in the laboratory, and all the poison gas is released from this laboratory. They are planning to find the antidote and put the antidote into the poison equipment that to release antidote and save everyone.


Ben and Ken find the antidote into the swimming pool. However, school cleaner finds them, she is angry and shouts that she need to eat student’s heart and absorb poison gas to continue her life. Suddenly, school cleaner kills one of the schoolmates and eat his heart.

Growth of the Hero

Ken holds the antidote, and they are trying to run away from the school cleaner. They feel out on a limb and fear. Ben suddenly stop running and fight with the school cleaner because he wants to be a bait to attract her attention.  Ken is keeping running to the poison laboratory. Ken releases the antidote gas, and all schoolmates are back to normal. Finally, Ken asks schoolmate to save Ben.


Additional reflection:

  • What is the premise of your narrative?

The premise of my narrative is Ken and Ben need to find out the truth to save everyone and they can back to the normal school life.

  • Were you able to demonstrate the premise of your story through the conflict and

Yes, Ken and Ben are the heroes of the narrative, as they are brave to fight with the enemy.

  • resolution of your narrative?

Yes, Ken and Ben finally to save everyone as they find out the truth and find the way to kill the enemy.

  • What kind of narrative structure did you choose (linear, branching, multilinear, emergent, rhizome)?


  • Why was this structure the best choice for your narrative?

This is a school adventure heroic story, it is better to use linear to tell the story because it would be more easy to understand.


#week 3 – Character visualization​

Game Character Name: Zetian Wu


Place of birth: Beijing city

Date of birth: Ming dynasty

Gender: Female

Sexual preference: Male

Ethnicity: Han

Family members: mother, father, brothers, sisters, aunts, uncles, cousins, grandparents, slaves.

Family relationships: Extremely Strict

Family occupation: Authority

Family class: Nobility

Education: Well-educated

Personality: Schemer, Naughty

Physical attributes: tall, healthy, beautiful, born with fragrance

Obstacles: Her younger sister who is smarter than her

Challenges: Death of her mother in her 12.

Teenage years

Education: Well-educated

Occupation: Student

Family relationships: She envies her sister because her sister becomes the queen

Alliegance: Royal

Other significant relationships: Fall in love with king’s brother, Baili

Obstacles and challenges: The man she fell in love has no power; Learning how to be a royal member

Psychology: vainglorious, snobbish, hypocritical

The present

Age: 19

Location: The Forbidden City

Professional: Concubines ( King’s second wife)

Personal: Married

Private: Planning to take out her sister (The Queen), Secret dating with king’s brother.

Obstacles and challenges: Take out her sister and take away the king’s power in order to let the brother become the new king

Point-of-view: Rather than believing in fate, she considers that life is unfair and believes people are selfish. Therefore, she works hard and exploits people to get what she wants.

Likes and dislikes: power, King’s brother, dumplings; people who have more power than her

Dramatic need/goal

She killed her sister by using a poisoned dumpling, and she seduced the king to be the new queen and the power. Zetian pretended king suicide and faked the suicide notes which indicates his brother will be the next king. Baili becomes the new King and she keeps being the queen as what she wished. In the end, she has the power, reputation, and the entire kingdom.

2. Characterisation – visualise your character

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When she was a child, she looks pretty.屏幕快照 2017-08-17 上午11.23.42

She has a younger sister who is more clever than her.

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Therefore, she hates her younger sister.

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When she grows up, she goes to he Forbidden City and learns how to be a royal member.

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She wants to be a queen so that she must learn more to get the power.

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However, she falls in love with the king’s brother, but he does not have so much power.

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So she seduces king and the king loves her.

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To get the power, she must kill the queen.

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She poisons the queen by using a poisoned dumpling.

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And she kills the king to get more power.

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Everything she did is just for the man she loves (king’s brother).

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At the end, the brother becomes the new king and she is the queen.

Additional reflection:

  • What aspects of your character’s backstory are relevant to the events in your narrative?

The changes and obstacles of my character’s childhood and teenage age are the most important aspects. Because the climax events were lead by these two elements.

  • How can you integrate the important aspects of your character’s backstory into your narrative (e.g. through set design, costume, props, or transposing past events into the present situation)?

To integrate the important aspects of my character’s backstory into my narrative, the most important is to transposing the past events into the present situation.  As the character’s psychology was developed by different past events, the backstory is important and detailed in order to lead the story forward to the final result.

#Week 2 – Videogame storyboard

  • Title: Farmer restaurant
  • Platform: Mobile Phone
  • Game controls: On Screen, Tap, swipe
  • Target audience: 8 years old children
  • Main objective of the game: Journal experience, exploration, complete missions
  • Position of the scene within the game: The games display a clear flow and instructions as the farm manager will tell you the instruction and teach how to complete each mission. Audiences can complete the missions in the farm step by step and finally go to next mission.


Additional reflection:

  • How successful were you in conveying the scene through imagery?

I developed a simple game. My scene displays a series of images which includes background environment, characters, arrows, and text. Therefore, it is clear and easy to understand.

  • How successful were you in combining the action of the scene with the actions of the player?

The players will follow the instructions and arrows of the scene to learn how to complete the mission. Once the player completes the mission, the scene will automatically zoom out or zoom in and transfer to the next scene.