Node Status: ROUGH
Simple Interactive Story Systems
A number of existing interactive fiction and graphical computer games exist that offer both "story" and "interaction". On closer examination, however, we find that these systems are relatively "simple"1 with respect how they bridge the divide between story and interaction. They do not offer the true interactive drama we seek--where the player's actions have a definite effect on the events of the story and yet that story is still well-formed.
These simple approaches to interactive drama include linear, false branching, branching, and open story systems. Games may also gain story elements from their context or social aspects.
Notes
- While these are systems are "simple" in terms of how they attempt to blend story and interaction, this does not mean that they are easy to implement or that the resulting experience is lacking. Many existing systems can provide a strong sense of story or a powerful sense of agency. But we seek more robust approaches.
ToDo
- This whole section needs sample diagrams--currently just alt text.
- Move to Plot Structure chapter? Seems I'm talking more about story structure than necessarily the design/architecture to produce it.
- I'm using "interactive story" here, which is Crawford's term for ID; and I'm using it basically to refer to the opposite thing. How to consistenly refer to these structures/systems/approaches/games instead?
- Work CYOA, gamebooks, and different flavors of computer games into this.
- Move examples into discussion? Okay if an example of only one form, but for others leave at end, so show how games are often a mix.