Scenario

  • The plot of the interactive applicaton began to evolve in September 2020, going through multiple iterations to improve interaction flow, visual resource demands and historical accuracy. The narrative revolves around the experience of a prisoner in Block 15 of the Haidari concentration camp during a 24-hour period: from the morning of the 9th to the morning of the 10th of August 1944. The final script (in Greek) on which the interactive application is based on can be found here.

    In terms of narrative, script and interaction scenario, there were two major limiting factors: the (user) point of view, i.e. who is the user, and the exact time frame of the scenario. The fist was actually very problematic, since the identity of the user’s avatar directly affects the clearance to access parts of the camp, one’s ability to freely explore the site and the available interactions. The time frame had to be carefully chosen according to the historical information, so that to maximize the convergence of events impacting or referenced by the scenario without artificially stretching the virtual reality experience time or altering factual information for the sake of narrative. The best time frame for the events unfolding through the scenario had to be established early on, so that all characters, surrounding events and facts could be assembled into a cohessive narative prior to undertaking any modelling and programming work.

    In the scenario, the user takes the role of a cook’s male assistant. This is a person of no significance or historical reference, whose identity can be easily attached to any user, regardless of age. Second, although not free to roam the camp site, the prisoners tasked to provide food for the other captives followed an itinerary that allowed them escorted access to several buildings. We could therefore develop a story, which takes the user through many typical everyday scenes in the camp and Block 15’s isolation ward and allows one to partake in or glimpse events unfolding either as part of the story or in the background.

    The user of the virtual experience is the protagonist of the narrative (in the "role" of the prisoner), who has just been transferred to the Haidari concentration camp from the mploko (blockade) of Vyronas and is appointed to the kitchens. Thus, the eyes of the user and the newly arrived prisoner coincide – initially "virginal" and unsuspecting, then gradually becoming aware of the grim reality of the camp. Soon enough, the user/prisoner takes on a "mission": to deliver a note from the women's block to another prisoner in solitary confinement within Block 15. The user is assigned a partner who will help with the game mechanics, but who also guides or queries the user with regards to historical events taking place during their stay in the Concentration Camp.

    With the action unfolding in ten scenes, taking place in different parts of the Haidari concentration camp and Block 15 (men's detention block, courtyard, kitchens, camp gate, women's block, cells and chamber 18 of Block 15), the user interacts with other prisoners as well as with German officers and soldiers, and becomes witness of events significant to camp life. Among them, the morning roll call; the selection of the 50 prisoners to be executed in Mandra, Attica, on the 9th of August 1944; the strenuous efforts of the prisoners' mothers to see them from afar; the forced labor and tortures of prisoners carrying heavy stones in the courtyard under the whip of German soldiers; the distribution of food and other essentials by the International Committee of the Red Cross; the tortuous arrival of the Jews of Rhodes; the ration distribution in the chambers and everyday life of prisoners; the arrival of hundreds of prisoners from the mploko of Dourgouti and Katsipodi escorted by the Security Battalions; the isolation and the horrors afflicted on prisoners in Block 15.
    Featured in the script as characters are also actual persons, such as the prisoners Eleni Georganta and Antonis Flountzis –the camp doctor–, but also German military personnel, such as the camp commander Fischer, the interpreter Wassenhoven and the guards Kovac and Suneric. The user can choose to interact with people (testimony) and objects (object interaction), and thus obtain additional information on certain aspects of camp lifε.