A lot of fantasies are anticipated when we start to talk about interactive storytelling. This is why I think it’s important to clarify the goals of such an approach. Here is my personal opinion on the subject. Let’s start by what I think are the goals to avoid:
- Interactive story telling is not about player expressiveness. It doesn’t have to insure that the player will be able to do a lot of different things, as in real life.
- Interactive story telling is not about player free will, it's not about open ended game play and it’s not about multiple possible endings.
Even if expressiveness and player free will are needed to support an interactive story, they are means and not goals. This relaxes a lot of the pressure often put on those features. This allows the designer to include just the minimum of player expressiveness and player free will to support the true goals.
I think that the most important goals of interactive storytelling are:
- Having the players feel ”first person emotions”.
- Having the players freely explore a given theme.
By first person emotions, I mean emotions that the player feels because of his own acts and his own decisions. Emotions that are generated thanks to non-playing characters that adapt their behaviors around the values that the player exhibit when he play the experience. Off course, the point is to have the player makes decisions as often as he can, not at given forking points in a predefined plot.
First person emotions are in opposition to emotions generated by cinematics because prerecorded cinematics freeze the causes of the emotions and by doing so; put the player out of the causality chain and ultimately out of the experience. Prerecorded scenes only offer emotions that we can feel by empathy. In my opinion, “1st person emotions” are far more powerful than empathic emotions and if we consider that emotions generation is what can qualifies an art form, we have to focus our efforts there.
Here is a good essay on the different level of emotions www.lostgarden.com/2011/07/shadow-emotions-and-primary-emotions.htm
The second goal that i propose is about allowing the player to interactively explore all the facets of a given theme. That’s means that the elements of the story world have to allow the player to make choices that will push him to think about a given theme. He has to be able to think about the chosen theme thanks to the consequences of his own acts. In that sense, an interactive story is a way of storing an interactive discussion between the author and the players (has holograms store a 3d image). This discussion between the author and the players doesn’t specially have to be moralizing, but it can. As in other Medias, it’s up the author to choose his position on the subject.
Both those two goals complement each others very well. Indeed, emotions are a way to give feedback to the player to allow him to feel the consequence of his act. And exploring a theme also serves as a fertilizer for emotion generation.
You will have maybe noticed that in this post, I often use the word “play”. This is because I think that, in the end, an interactive storytelling experience must be designed as a game.
Designing an interactive storytelling experience as a game allows us to use proven design principles. It also gives us an important ingredient: what is sometime named a “story engine”. That is to say, something that motivates the player in the long run and that will drive him during the experience.
The story engine can be seen as what Dramatica (www.dramatica.com) names the “Overall Story Throughline”; or what McKee (mckeestory.com) names the “Central Plot”. The story engine is the support that fixes other story “threads”, where emotions generation and theme exploration can be fully implemented.
The story engine also offers many decision points, to allow the player to exhibits his values (the system has to progressively make a model of him). All those decision points (for instances, the way he build something over the course of the game) are exactly what we need to implement 1st person emotions and theme exploration.
Some of the previous attempts to create interactive storytelling systems shared the same goals as the ones I listed but they failed. In my opinion, it’s maybe because they were attempting to do something else than a game.
This vision now explains the term “Dramatic games” that I really prefer over the term “interactive storytelling” that embed too much paradox to my taste.
Now, even if it’s about games, it’s about games with a very different pallet of emotions and themes than usual, and that still is a long way to go…