Argax Project

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Placement of User Interaction

In an interactive drama, where the user assumes the role of a character, the level in the model at which user action occurs is clearly meant to be that of the story-world. The player interacts by affecting the setting and other characters. The story-world provides the material for what interactions are possible; the user's actions should then become part of the action. However, other kinds of interactive narratives have user interaction at levels other than the story-world.

At its most basic level, most recorded narratives offer some control over their medium--particularly its timing. For example, the reader of a book can skim parts of the text, reread others, or put the book down and come back to it later. A museum-goer can glance at a painting as they walk by or study it for half an hour.

Some narratives offer the user control over the details of their discourse or presentation. For instance, the user might be able to control the camera viewpoint or might select different hypertext links, changing the order in which the underlying story is experienced.

Or the user might be able to specify the kind of high-order action she would like to see, either as an interactive "director" or as input to a story generator, which would then determine the details of the characters and setting.

So it could be argued be that a DVD player, a hypertext novella, an interactive drama game, and a story generator are all interactive narratives. They differ only at the level at which user action is intended to occur. If this is the only sort of interaction afforded and supported by the narrative, the user may still feel some sense of agency as long as those affordances and constraints are balanced. However, the user's interactions become more significant--that is, they have a greater impact on the action of the story--the higher the level at which those interactions occur.

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