Reconsideration of Fundamental Strategies

This section presents an analysis of each of the basic strategies by which interactive storytelling might be achieved. The software document that produces interactive storytelling is called a “storyworld”. Here’s a quick summary of the basics. This is how I represent a story:

OnceuponatimeA

Now, interactivity requires that the player be able to make choices. The simplest possible choice is represented like so:

ChoiceInAStoryB

So, if we want to make a story interactive, we must supply branch points at each point in the story:

SmallTree

A single traversal of this tree yields a story:

SingleTraversal

This looks pretty good, but only when small. If you want a story with just eight steps, the tree looks like this:

GeometricExplosion2

This is called the “geometric explosion”. I warned about it 30 years ago. People are still surprised when they realize how it works. So they come up with a stupid trick that I call “foldback”. It looks something like this:

Sure, the player gets a choice, but it really doesn’t make any difference in the outcome. This is fraudulent interactivity. So the next trick people try is to alternate the steps in the linear story with segments of a game, something like this:

This stunt has been around since the 1990s. It’s rather like a thaumatrope; it’s just an illusion of interactivity.

I call the next stunt “Kill ‘em if they stray”. The player has complete freedom to do anything he wants, but if he fails to follow the linear storyline, the game kills him:

KillEmIfTheyStray

This stunt was first used in the coin-op game Dragon’s Lair in 1983. It doesn’t work.

None of these stupid tricks work. So what DOES work? Each of the essays in this section will describe one major strategy. 

Interactive Fiction

Linguistic Techniques

An Empirical Strategy

Is Language-Based Interactive Storytelling Possible?

Maybe Not