Alice's Five Travel Journals
offer a unique blend of fiction (Alice's travels in Indonesia and Japan) and nonfiction (cultural points and embedded language games).
Colleen Lee-Hayes, Japanese teacher, used them in an online "trip" to Japan lesson
: "Inanimate Alice Journals…an interactive visit to several areas in Japan... written in a combination of Japanese and English. For this piece I ask the students to go through each of the journals and read, view, listen and even take the embedded language quizzes. They then send me an email commenting on what the most interesting thing they saw was, and where they would like to go that Alice went. It’s a great resource for this and the first time I have used it in class. It also introduces them to the episodic story that they can experience on their own time!"
Inanimate Alice Episodes 1-5
are free to view online; Episode 6 is available for purchase. The website has educational materials, a gallery of student-created episodes, and an option to buy a Teacher's Edition Suite of the first five episodes.
Episode 6: The Last Gas Station won a Robert Coover Award honorable mention at Electronic Literature Organization 2016!
Literacy Adviser Blog
On the new narrative approach for Episode 6.
Most of the fiction I've written has been for media other than books. Here's a selection:
Kinetic City Super Crew:
I wrote several stories for this Peabody award-winning
1990s science radio program, including "The 17-Year Drum Corps," about an invasion of periodical cicadas. Having grown up on TV, I had to wrap my brain around "audio" as a medium. The second script was a LOT easier than the first.
Adventure Games for Scholastic's Microzine:
In Escape from Antcatraz, you play an ant trapped in a nest and must find your way out, chamber by chamber.
In Safari!, you play one of six animals and must survive an adventure based on the type of animal you are—predator or prey? Big or small?
In Quest for the Pole, you're on a polar survival adventure modeled after the infamous Franklin Arctic Expedition.
The Balloonatics is a goofy global hot air balloon trip for young children.
Choose Your Move hypertext ebooks:
The Stormy Voyage of Captain Reckless (adventure)
The Lost Pirates of Waylay Bay (humor)
Adventures of a Crater Creature (science fiction)
I played a number of roles on this digital story told in narrated episodes, interactive digital journals, and other platforms.
Alice, the narrator, remains hidden from view, adding to the mystery.
In 2010, while plunging into the newly emerging transmedia scene, I discovered episodes 1-4 of Alice online
, a short and simple "born-digital novel." They were co-created by Kate Pullinger and Chris Joseph and intended to be back story for an Alice movie (not produced) along with a marketing push for an "e-missions" tech product (listen for the electrical sound in the episodes).
Though very basic in story and bootstrapped in production on an indie budget, I saw glimmers of innovation and felt a pull to this mysterious girl named Alice, who narrated her adventures with an edge.
I contacted Ian Harper, the producer, and freely shared some thoughts, strategies, and professional contacts, looking for an opportunity to help grow and elevate the property or perhaps attract a publisher who would invest in it.
Though I saw Alice as an entertainment, Ian told me that education is a market that emerged unexpectedly for Alice... a passionate one, with wonderful fan fiction (episodes and art created by students) and a small but dedicated corps of teachers who share Alice's adventures with their students.
Making fun stuff that works in the classroom and meets curricular needs is a core specialty I learned as a writer and editor at Scholastic. I've since made a good living at that for many commercial clients, but at that time, I was moving out of the school market and into informal education and games, books, and other products for adults.
Besides, the quirky, indie Alice was budget-challenged and, with no revenue stream or business plan, the producer was swimming in sharky, digital disruption waters.
Still, there was something attractive about Alice.
Here's where I pause to thank the enthusiastic school librarian Laura Fleming. Laura and I met for the first time at a transmedia workshop at Digital Book World (thanks, Alison Norrington!). We became fast friends, our values and stars aligned.
You couldn't talk to Laura and not love Alice, too. Impossible! I was hooked by the creative concept ("born-digital storytelling"), but Laura's zeal reeled me in.
My first assignment for Alice, in early 2011, was to write activities based on episode 1 for Promethean Planet, a smartboard platform for classrooms. Fun and easy.
My interactive, digital journals appeared on a social media site for tweens.
From there, I directed the establishment of "Alice on Everloop,"
a presence for the character and her virtual friend Brad on a startup social media site for tweens. Though the site has since folded, for more than a year, I adopted the voice of Alice and engaged directly with her young audience.
I also wrote four interactive digital journals, narratives, mini-games, and other content to share on her Loop (that's like a personal page or wall).
At Everloop, I learned a boatload about audience engagement, social media strategy, transmedia storytelling, and the 24/7 cycle that is digital publishing. (And about tween idols. ;-)
The interactive gadget (on the left) floats above the journal pages and serves as a culture and language reference tool.
In 2014, I conceived and crafted a proposal for Education Services Australia to create five Alice Travel Journals
to teach Indonesian and Japanese languages and culture.
This project was my baby, with help from Andy Campbell (art design and code), domain experts, and assistant editors. I played editorial director, and more:
- gathered all the assets (hundreds of images, sounds, video clips)
- crafted the narratives for Alice's Gap Year journeys, while remaining consistent with the greater story world
- wrote and edited the copy (some of it in Indonesian and Japanese!)
- worked with the client and domain experts (several wonderful and dedicated language teachers)
- brought in volunteers and editorial assistants
- designed and tested the 22 language games
- processed audio clips in Japanese and Indonesian (!)
- managed the project.
I am super proud of these unique, complex, multi-layered beasts, a blend of fiction (Alice's adventures abroad) and nonfiction (cultural information about the target countries).
Episode 6 under construction.
On Episode 5: Hometown 2
, I helped with the beta testing and launch (taking over Alice's social media strategy and presence) in December 2015. This episode, like the four prior to it, was created on a very low budget (the lead developer worked for free), and kept simple and short as a result. It has a linear narrative with a few short interactives, including a micro-game called Canal Chase, that flow with the story.
What would Alice look like with more money behind it, a deeper and more complex story and characters, a bigger creative team, and a more robust tech platform?
In April 2014, Ian Harper won a grant from the Arts Council of England. He named me narrative designer for Episode 6: The Last Gas Station
, along with Andy Campbell (lead developer), Kate Pullinger (lead writer), and Chris Joseph (music/audio).
I spent much of summer 2015 analyzing and synthesizing the entire Alice story world (episodes, journals, crossmedia strategy, educational outreach, marketing avenues) and crafting a dynamic and flexible 50-page design document, with an eye toward later building it into a proper story bible for the brand.
My aim was to help shape the property as a whole, with a mainstream audience in mind, and to figure out how the Episode 6 narrative would fit neatly with what came before and what might come ahead for Alice. (Episodes 7-10 were very roughly mapped out with lots of room for expansion and development.)
The role of narrative designer is a sweet spot between story-game. It's about taking all the bits—the interactives and text and sound and images and game mechanics and aesthetics and so on—and shaping them as a whole to deliver a cohesive and immersive user experience that serves a theme, a universal truth, and hits emotional beats.
That takes a good working relationship with the developer, including frequent video chats and access to the game-in-progress, and plenty of user testing.
The challenge with Alice, traditionally a linear narrative, has been to build up her storytelling strengths (add more emotional arcs and depth, create three-dimensional characters) while responding to the user's actions with a greater measure of agency (meaning, your choices have real consequences). The episode is in Unity 3D, which introduced a range of new interfaces and a free-roam environment with a first-person point of view.
The new choice became: do you "play as Alice" or (my idea) play as a "friend of Alice"—going along on her adventures, interacting with her, and occasionally making choices and taking actions that she might not like?
Alice is a strong character who has dynamic relationships (with her parents and, in episode 6, with her boyfriend Hari), and I believed that keeping her personality and values strong (and consistent) would make for a more narratively immersive episode. The relationship between player and the mysterious Alice is at the core of the franchise, and that's what should change, not Alice herself, based on the choices that the player makes.
Interactive storytelling and narrative design are what I know, what I can do, and where I best shine. That's the messy, complex sandbox that I most love playing in.
My career dovetails with a very rare place and time when it was possible to explore and experiment with this brand new medium freely.
I wrote my first digital narrative and video game scripts
in the 1980s for Scholastic and then moved onto CD-Roms in the 1990s.
My appetite for the form has only grown.
I am a writer-game designer, melded.
Alice's Kalimantan travel journal appears in episode 6.
An ongoing born-digital story told in narrated episodes, interactive journals, social media, and other platforms.
A narrative video game (Dig-It Games) in which students join archaeological adventures, solve puzzles, and discover an ancient culture.
Read the sad, moving tale of a peace-loving leader who lost his land, many of his people, and his life-long fight to keep the peace.
The true science adventures of Diane France, forensic anthropologist. NSTA Selector's Choice, AAAS/SB&F Subaru finalist, starred reviews!
Adriana Ocampo found her path to science adventure through space-traveling robots and crashing asteroids! (FREEBIE science quizzes.)
The Body as Evidence (Autopsies) and Crime Scene Investigation!
Outdoor fun for 6 to 8 year olds.
Tornadoes! and Hurricanes! are my two best-selling books with 1.6 million sold
A must-have card game set for English language (ESL/EFL) and language arts teachers and tutors. (FREEBIE ESL materials.)
My top selling game book!
Lively games and activities about grammar, vocabulary, and dictionary skills.
Great American History Games, 15 Primary Source Activities (plays, games, readings, and more) and more!
Race from Earth to Mars, an orbiting target, by fixing malfunctions and answering intriguing science questions. Endorsed by astronaut Jack Lousma.