Deb and Terry's List of Interactive Jargon
Note: Some readers may find the definitions labeled as
the truth to be either interesting or offensive. If you
agree with
the truth, please send cudos to
Written
By to the attention of Deborah Todd. If
the truth
offends you, write to the attention of Terry Borst.
- assets
- the specific individual elements of the
interactive content, including props, characters, and locations.
- the truth
- what a good attorney can cover for you.
- credits
- the listing in the product that identifies
the entire creative team.
- the truth
- what the producers don't want to give the
writer because then everyone will know really created the content.
- easter egg
- a hidden goodie in a product that can only
be found with a special key stroke, after accessing a location a
specific number of times, or after doing a series of tasks in a
specific order, all of which are not obvious to the end user.
- the truth
- an opportunity for the writer and design
team to get away with putting potentially offensive and/or risqué
material into a project that won't be discovered until the
project is on the shelf.
- educational experts
- persons who have expertise in
child and/or young adult education, typically in the 3-R's, and
often in early learning and child development. The experts are
usually brought into the process in the beginning of a project,
and are tasked with overseeing content development to assure that
it meets the educational criteria required for the specific age
group the product addresses.
- the truth
- People who
know absolutely nothing about story, game design, and
interactivity, whose sole job is to make life hell for the
development team, and particularly the writer, for the duration of
the project. Those who can't teach.
- focus testing
- a means of verifying a concept in which
a small group of people of specific demographics are asked
questions that pertain to the product; their answers are used to
help define and refine the product.
- the truth
- since marketing doesn't really have a clue
what the consumer wants, but it's their job to know, they ask a
handful of strangers and call it focus testing.
- going gold
- the process of printing the CD-ROM for the
purpose of reproducing it for distribution.
- the truth
- selling your screenplay for a hefty 6-
figures and getting the hell out of the interactive writing
business.
- hot spots
- specific elements on the screen that are
interactive and that respond to the user when activated.
- the truth
- elements of the negotiation that really
piss off the writer, usually revolving around money, credits, and
residuals.
- marketing
- a person on the executive team chartered
with creating buzz around the product; this person is usually
included in early design meetings to keep the product in line with
what the consumer wants.
- the truth
- another person on
the team who has no concept of story, interactivity, or game
design, who tells the design team the kind of story, interactivity
and game design the product has to have. Those who can't write.
- nonlinear
- the branching effect of a storyline that
allows for varied story experiences.
- the truth
- what happens to the writer when educational
experts, marketing flacks, and inexperienced producers tell them
how to write story and create characters, causing the writer to
reach the breaking point and go nonlinear. If extreme enough,
this condition can lead to going postal.
- outsourcing a writer
- hiring an outside independent
contract writer rather than using in-house talent.
- the truth
- hiring a freelancer to screw over: better
to hire a short-timer and skip the benefits than piss off an
employee.
- repurposing
- Creating an interactive multimedia product
based on an original property that first appeared in a different
medium.
- the truth
- Milking a property for everything it's worth.
- residuals
- royalty payments to the principal creators
of an interactive project.
- the truth
- a carrot dangled in front of the writer
to get them to work like a slave, but which is seldom given to
the writer, thanks to the techniques of creative accounting.
- sprite
- an object that can be interacted with and moved
around in-tact on the screen, but which is not in itself animated.
- the truth
- a non-caffinated carbonated beverage that
does absolutely nothing to keep you awake when you're on deadline.
- user
- the person who interacts with a multimedia
product.
- the truth
- what a writer risks becoming from working
on too many projects involving educational experts and marketing
types who don't know what the hell they're doing. Requires
several trips to the Betty Ford Clinic to get back to normal.