How do we approach the idea of writing an interactive story? It’s a difficult question, and rather than
claim I have the perfect answer for it, I would like to explore a little, and
see what other people think. Let’s start
with something important: what does an interactive story mean?
Well, in broad terms it means any story in which the audience can make
a decision and affect the events as they progress. This can be represented by an old
choose-your-own-adventure story, or by a game like Super Mario Bros., where
player input will indicate how effective Mario is at saving the Princess. But that definition isn’t of particular use
in this situation, because we require a more precise image. What I mean, when I say an interactive story,
is a story in which the actions of the player or audience drive the plot and
events that occur. A player must have
agency in the actions of their character for the story to really interact with
them. Agency – The capacity, condition,
or state of acting or of exerting power.
What I am saying, more plainly, is that the player must have power over
their actions, and their choices within the storyline. This is still a difficult task, as most
stories told prior to the invention of interactives (games of all sorts) have
been set in stone, once told, rarely told differently. Yes, there are more experimental and impressive
works which dabble in the same story told different ways, but that’s not really
what we’re here for. We’re here for
games. Video, Tabletop, Board, Card, and
more. How do we effectively tell stories
in these formats?
Some games are based around the idea of a story unfolding as the games
does. Magic: The Gathering is a game
which represents the titanic duels of dimension-hopping spellcasters called
planeswalkers, who summon legions of creatures and invoke the wrath of Gods to
prove who is greatest. Dungeons and
Dragons exists largely as a vehicle for escapist stories. But these formats, as in video games, are
always limited by the world and content created for them. “Railroading” became a popular term in
Pen-and-Paper RPGs for situations where the story led the players by the nose,
rarely giving them a chance to make a clear decision, and sometimes punishing
attempts to do so. It is clear that
there will always be limitations to the content that can be created, and while
I’m sure many Game Masters would love the opportunity to create an massive
world and every detail in it, the truth is that such time rarely is allowed,
and the GM can never create everything there could ever be.
So maybe there is a first point about creating an interactive story
effectively: Know the limitations of the system. Whether these limitations are time or money
or disk space or player interest, they’re an important factor to keep in mind
when creating.
"Implicit Promise" is in here. |
We should also look at what basic story structure contains. Generally, stories open with a measure of
exposition or an introduction, something which gives context to the audience
and often sets the tone of the story.
There is a concept called an “implicit promise” which can be made at
this stage of the story as well, which comes from all the scene-setting and
exposition. The implicit promise
represents an unspoken understanding between story and audience. It represents how the audience expects the
arch of the story to go, and how the tone shifts or doesn’t. When the implicit promise is later fulfilled,
the audience feels satisfied, the payoff to previous build-up. Interactive stories must understand this
nature as well, and be aware of the implicit promise they create simply by
having the story be interactive.
How do we go about setting an appropriate opening to an interactive
story? We must give the player an early
chance to interact. Not immediate, there
needs to be at least some context for their actions. While I’m sure immediate interaction can
work, and often does, it can separate the story and the play too much, one must
flow into the other.
A simple example: In a Tabletop
RPG, the game will start with the character getting out of bed, and seeing
their family. The two examples below
represent the difference between more and less immediate interaction. Most of this will be expository, imagine the way
text adventures tend to play.
Example 1:
You wake up in a
bed. There is a dresser nearby and a
window to your right. Stairs at one end
of the room lead down to where you can hear voices and sizzling noises.
You descend the
stairs after dressing and see two people standing in a Kitchen, they are
cooking food on a stove. They smile when
they see you.
Example 2:
You wake up in
your cushy bed. Light streams in through
your bedroom window, your old dresser sits nearby. From the stairway at the end of your room,
you can hear the voices of your mother and sister working diligently on a
breakfast you probably almost slept through.
They seem to be arguing, which is fairly common when they’re both trying
to cook.
You come
downstairs yawning and your sister and mother immediately stop talking and turn
to you, smiling as if nothing is wrong.
You see several foods on the stove, bacon and eggs, toast, and nearby a
bowl of sliced fruit.
Example 2 is a touch more verbose, and creates a much different and well-rounded
picture of the situation and characters, which will greatly influence the
character’s actions. As I see it, based
on this, the best approach is to identify the relationships between one NPC and
another, and possibly how the NPCs feel about the PC, but avoid telling the
PC how they feel. When games tell me someone is my girlfriend,
I don’t care, but given the chance to choose my own, I care a great deal. Characterizing the relationships between NPCs
creates the feeling of a full world and gives insight into how the world
works. It allows for the player to begin
to understand the world, and how they can react to it.
Something I haven’t largely addressed is how to write a stories where
the player actively takes on the role of another character, one written not as
a blank slate, but as a person all their own, whose shoes we’d love to jump
into. I’ve focused most of my work on
how players act when given blank slate avatars, and I have little knowledge on
this subject.
Anyway, to recap. The first part
of most stories is the exposition and introduction wherein we make the implicit
promise. This scene setting should, as
in most stories, characterize the world and introduce us to the types of
relationships that exist. It should give
the audience an opinion, whatever that opinion might be, and provoke some kind
of emotional reaction, by being familiar enough that the audience can relate to
it in some way, but detached enough that they can feel to react as they see
fit.
I feel like I will probably clarify this more in the future. Largely, these articles are me working
through my own ideas to arrive at important conclusions. I’m happy to see my point disagreed with, and
happy to entertain a dialogue about where to go from here.
Thanks for reading.
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