RTF 344M Blog Prompt #5
Korsakow is a
program that allows a non-linear narrative to flourish and take on an
extra dimension with interactivity. This engagement is a powerful
tool for getting users more involved with your project. The strength
of Korsakow relies on the flexibility of the software and the
presentation of the content, and the program does that pretty well.
Korsakow is easy to test and easier to learn. It is a great way to
break into non-linear storytelling. I feel liberated through Korsakow
because of it's freedom of movement and reception to multimedia.
However, there
are some negative aspects of Korsakow that are a hindrance to the
experience. The interface designer has too few options for true
customization and the keywording scheme favors thematic narratives
rather than simply non-linear.
For the
interface, a few issues arise that could benefit from added support
and greater functionality. For example, there is no easy way to make
an animated background image for the SNUs to work on top of. Support
for animated interfaces would drastically improve the quality of the
projects. Also, SNUs with new interfaces can be jarring.
Functionality for SNU dissolves (from background to foreground) and
added transitions could solve that issue.
Concerning the
keywording system; I understand that for some projects, the best way
to proceed is to let the content of the SNUs speak for themselves and
allow for a bit of randomness to creep in. But in other projects,
more control over the unruly SNUs may be desired. One might want to
place specific previews in a certain place on the interface and be
sure it does not stray from that location. A non-linear story often
involves a set path with divulging narratives off of the obvious way
forward, but a thematic story revolves around a central theme like
spokes in a wheel. Korsakow likes thematic narratives but lacks
support for non-linear stories. I would suggest a way to further
control the interfaces, and allow a designer to dictate directly when
previews will pop up and where. Currently, the only way to do this is
through trial and error using SNU ratings. It could be better if a
designer knew exactly how a play-through would pan out given a list
of user decisions and she/he could just plug in their script and
expect it to work. A lot of divulging or non-linear stories have
areas where a choice can play out in different ways and then resume
the story normally, but still remembering the choices a user has made
for later usage. Korsakow currently has no sort of memory
functionality without a lot of tinkering.
Despite these
shortcomings, I did enjoy my time with Korsakow and would recommend
the program to anyone interested in a open-narrative system that
didn't want to learn how to code or use a complicated program. It's a
great tool for exploring a topic without boring the user. I would use
it for documentary-style projects, but I would shy away from using it
on projects where I want more control over my narrative arcs.
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