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Chapter 10. Building the Interactive Movie > Blueprinting the experience

Blueprinting the experience

Director movies are software, and software is a tool; its quality is linked to its utility. Yet many people undertake projects with only a fuzzy notion of the project's purpose. Such vagueness is further complicated by the temptation to hide it with the bells and whistles of multimedia, compensating for poor planning and inadequate content by smothering the project with cool but irrelevant graphics, extraneous sounds, and other gewgaws. These tactics may have worked in the early days of multimedia when such elements had the sheer force of novelty, but as users grow accustomed to interactivity, their impatience with gimmicks grows as well.

Whether your goals are direct and utilitarian or artistic and abstract, they're still goals—and the success of your multimedia work will be judged by how well those goals are met. So before you start creating the software, take time to visualize the experience you want to create. When you have a clear vision, the structure, organization, and technical requirements will follow.


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