Bending Stories
Probably one of the more concise, understandable descriptions of a kind of “interactive narrative” I’ve seen:
The idea of Bending Stories consists in considering the story as a sort of elastic band that the player is free to stretch depending on his actions. The story retains its structure but the player can modify its length and form and thus participate in the narration. In reality the story does not change diametrically from one game to the next, all that changes is the way it is told. However, the player can see parts of scenes and obtain different information depending on the particular path he follows.
Gamasutra – Feature – “Postmortem: Indigo Prophecy” by designer David Cage.
4 Responses to Bending Stories
Leave a Reply
Archives
- February 2016
- April 2014
- March 2014
- April 2013
- March 2012
- January 2012
- March 2011
- February 2011
- February 2009
- January 2008
- September 2007
- June 2007
- May 2007
- April 2007
- March 2007
- February 2007
- January 2007
- December 2006
- November 2006
- October 2006
- September 2006
- August 2006
- July 2006
- June 2006
- April 2006
- March 2006
- February 2006
- January 2006
- December 2005
- November 2005
- October 2005
- September 2005
- August 2005
- July 2005
- June 2005
- May 2005
- April 2005
- March 2005
- February 2005
- January 2005
- December 2004
- November 2004
- October 2004
- September 2004
- August 2004
- July 2004
- June 2004
- May 2004
- April 2004
- March 2004
- February 2004
- January 2004
- December 2003
- November 2003
- October 2003
- September 2003
- August 2003
- July 2003
- June 2003
- May 2003
- April 2003
- March 2003
Categories
Nice.
Interesting way of approaching the question of participation. This small excerpt could lead some readers to believe that the authors are arguing for a strong connection between story manipulation and narration participation, i.e. between the object and modes of access (means of production) to the object.
“The story retains its structure but the player can modify its length and form and thus participate in the narration. ”
It is the “and thus” part that could lead readers astray. A story that doesn’t retain its structure, indeed a story that mutates into another story, may equally result in player participation in narration. Never mind may, does.
Still, the passage is suggestive in that metanarrative comments (e.g. a narrative voice calling for reader/players to approach the narrative/story as an elastic band, game of hopscotch etc.) shape approaches to the narration. As with any narrative voice, reliable or otherwise, reader/players can accept or resist the suggestion or assertion.
An elastic band with a twist so that it becomes a moebius strip offers a different game…
Interesting way of approaching the question of participation. This small excerpt could lead some readers to believe that the authors are arguing for a strong connection between story manipulation and narration participation, i.e. between the object and modes of access (means of production) to the object.
“The story retains its structure but the player can modify its length and form and thus participate in the narration. ”
It is the “and thus” part that could lead readers astray. A story that doesn’t retain its structure, indeed a story that mutates into another story, may equally result in player participation in narration. Never mind may, does.
Still, the passage is suggestive in that metanarrative comments (e.g. a narrative voice calling for reader/players to approach the narrative/story as an elastic band, game of hopscotch etc.) shape approaches to the narration. As with any narrative voice, reliable or otherwise, reader/players can accept or resist the suggestion or assertion.
An elastic band with a twist so that it becomes a moebius strip offers a different game…
The game that mutates into another story, though, isn’t a game like Indigo Prophecy – which is not overwhelmingly emergent in its game play or style. Throughout all of my work, it is this question of player participation (so-called “interactivity”) and controlled production that strikes me as one of the fundamental distinctions between game types (and their relationship to narrative forms).