In this post I want to look at the various models of interactive storytelling. This isn’t necessarily an exhaustive list, and indeed many examples blend multiple models in order to tell their story. Without further ado:
Non-linear progression
Here the overall story arc is fixed in place. The reader may explore story elements in the order they choose, but ultimately all roads lead to Rome. Imagine a detective story, where the reader may experience the questioning of suspects in any order, but ultimately the murderer remains the same as in the story’s outset. Better still, don’t imagine it: Go play Deadline by Marc Blank. Non-linear progression gives the reader the story fragments out of order, but in a controlled way that a) makes sense, and b) keeps them on a controlled path so that while smaller elements of the story are experienced in any order, larger plot points (and thus the direction of the story) are always kept in sequence.
Traditional parser-based interactive fiction (from the earliest days of Infocom to modern works like Photopia and The Space Under The Window) offer a very pure form of non-linear progression, although IF is not necessarily interactive in the truest sense. Often, the elements of the story world are set in place at the outset of the game, and through exploration the player merely exposes those elements (either through spatial exploration or LOOK and EXAMINE commands). Of course, the puzzle elements of IF (which may require the player to pull levers or combine objects) give the player a feeling of agency, and really do alter the state of the story world, but usually such puzzles are presented as obstacles to story progression rather than altering the course of the story itself.
Branching plot
Probably the most common preconception of interactive storytelling is that the story may branch in a number of directions. In modern culture, this model was popularised in the Choose Your Own Adventure and Fighting Fantasy series of books, where readers were asked to flip to specific pages based on story choices they were offered. More recently, branching plot has become a standard convention in computer role-playing games.
In Bioware’s Knights of the Old Republic, the player’s actions shape their character toward good or evil, which consequently change the story they experience, giving them a unique blend of plot elements. However, such works have finite limitations, so not only is the number of branches limited, but often the branches (experienced during the ‘muddle’ of the story) eventually coalesce back to a single resolution.
Therefore the reader again really travels a single story arc, albeit one with choices along the way. Multiple endings are possible of course (as is the case with KotOR), but frequently these are a matter of life and death. Taking the ‘wrong’ choice means the player ends the story abruptly, and the game ends. Rarely do these feel like a satisfying conclusion to the story; usually the player is aware of their failure to reach the author’s intended ending, and thus is compelled to try again.
Story as unlockables
Indeed, most modern video games are imbued with a strong sense of story, even those of a genre where it could be said to be superfluous (such as the first-person shooter or platform game). Here the story is loosely overlaid on the player’s actions, with narrative acting as a supporting incentive for progression through the game’s levels. The player’s action may be to make it through the maze-like level, killing enemies and perhaps completing a quest, and they are rewarded with a cut-scene that segues between missions. The effect is that the player must succeed to unlock the next chapter of narrative, but beyond basic success or failure, their interactions are not really influencing the story itself.
However, as such games become more sophisticated, they are getting better at infusing story into the gameplay itself. Bioshock (ostensibly an FPS) was lauded for its story. Its innovative use of ‘audiologs’ to telegraph backstory and plot elements ensured the story was progressed during all the fighty bits, not just in-between. And by borrowing morality choice and trust conventions from RPGs, the player had real agency in affecting the story outcome, placing it more in the ‘branching plot’ model of interaction.
Alternate-reality games take non-linear progression out of a controlled environment and into the real-world. Players are required to piece together clues scattered across the web, ambient media, text messages and other communication forms. Solving these clues rewards this player with a story fragment that leads to the next clue. ARGs are cleverly-written to allow non-linear progression, but essentially the entire story is planned in advance, with plot development a reward for the successful solving of a clue.
The developing story
I suppose another kind of interactivity is one where the story is not pre-conceived at all, but instead is written through interaction. This would be difficult to achieve through game mechanics since it could not rely on existing story fragments, and is arguably only storytelling from the perspective of a non-participant. For the interactor, it’s really story writing. I struggle to think of popular examples of this, save for the old parlour game where each player must invent a new sentence to follow the previous one and thus collectively build a narrative. But perhaps the real-time, multi-user aspects of the web offer an opportunity for this to be a valid mechanic of interactive storytelling?
When I set out writing this brief audit (of sorts) I was unsure which examples of interactive storytelling would spring to mind. Curiously, most of them are games. This begs the question of whether there’s something about the mechanics of games that is required to tell a story interactively. More specifically, without the overcoming of obstacles inherent in gameplay, what is the incentive to experience a story interactively? Authors would probably suggest it is in the value of the prose itself; that interest in the story keeps the player/reader progressing. That’s certainly true of books and movies, but then linear media is passive. Once you ask your reader to work for their story, I’d argue their motivation must be much higher. The satisfaction of overcoming a game obstacle evidently supplies that, but can the workload of interactivity be justified by story alone?