The Great Orator finds award winning director Daniel Ernst continuing his exploration of metaphorical and affective spaces in collaboration with Codeglue. On this occasion participants are free to wander and interact with the world they find themselves in. Each interaction alters the Orator’s disembodied narration, and each participant’s experience is entirely unique. Generated from groundbreaking AI technology, the Orator plays with one’s sense of reality by incorporating in real time current affairs, tweets and forums from the participant’s world.

The Great Orator is not a game, nor is it a movie. It is somewhere in between. I like to call The Great Orator a story world. Think of it as an animation movie, but instead of being a passive observer in a linear story, you wander into the background and explore the world. 

Our story world is a place that exists even if the visitor is not there. You don’t have to fight monsters or solve puzzles and there is no point A or point B. You are free to go wherever you please in a world where the story has already taken place in.

This is the reason why we should not talk about viewers or players, but about visitors. 

In this story world there are several story spaces. These story spaces are the spaces that were once inhabited by the followers and The Great Orator. Each of these spaces is abundantly filled with interactable objects with which the visitor will be able to interact using the motion controllers and/or the hand tracking capabilities of the Oculus Quest. This will allow the visitor to intuitively pick up objects, open doors or flip through books providing a low entry level for visitors. 

These story spaces and the objects in those spaces will tie into the main story line.The main story line is focussed on The Great Orator and why she passed the point of no return and how she became all there is. 

The secondary storylines focus on why followers decided to pass the point of no return, and become one with The Great Orator. The secondary storylines are standalone storylines focussed on followers. The story of the followers will tie into specific events in the life of The Great Orator. 

The Great Orator uses a non linear narrative. The order in which you encounter the story spaces in the Story World is not fixed. Therefore the order in which you uncover these story spaces will be visitor specific. A visitor will most likely experience the complete story after multiple sessions.

In your exploration of the story spaces in the story world you will encounter weird and wonderful characters that resemble the quest structure of The Wizard of Oz. These characters will have routines in the story world that are dependent on the time of day. If you visit the story world in the evening the sun will also have set in the story world. Birds will be perched on top of The Great Hall and the characters will go to sleep.