Presentation on theme: "Interactive Storytelling for Video Games Chapter 6: Defining Interactive and Player-Driven Storytelling Josiah Lebowitz Chris Klug."— Presentation transcript:
Interactive Storytelling for Video Games Chapter 6: Defining Interactive and Player-Driven Storytelling Josiah Lebowitz Chris Klug
What makes a story interactive? There’s a lot of disagreement about what exactly makes an interactive story. Some definitions include nearly everything, others nothing short of Star Trek’s holo-deck. A truly interactive story allows the player to, in some way, interact with the world and/or characters. By this definition, pop-up books, backwards text, digital novels, and other overly broad definitions of interactive storytelling don’t apply.
What makes a story player- driven? In a player-driven story, the player’s interactions can affect and change the progression and outcome of the story. All player-driven stories are interactive. All interactive stories are not player-driven. There any many different types of interactive and player- driven stories used in video games. These storytelling types can best be defined as points on a spectrum.
Fully Traditional Stories The most traditional and classic form of storytelling. Remains exactly the same no matter how many times it’s watched, read, or played. Not well suited for video games due to its complete lack of interactivity. Examples: Harry Potter books, Star Wars movies, the visual novel Higurashi When They Cry
Interactive Traditional Stories Interactive but not player-driven. The player can interact with the story but cannot significantly change the main plot in any way. Very popular in video games. Example Games: FINAL FANTASY XIII, Metal Gear Solid 3, Lunar Silver Star Harmony
Multiple-Ending Stories The simplest type of player-driven story. Very similar to interactive traditional stories. The player is allowed to chose between two or more endings. This choice may be a conscious decision or be made automatically based on the player’s actions during the game. Example Games: CHRONO TRIGGER, Castlevania: Dawn of Sorrow, Bioshock
Branching Path Stories Allow the player to make a series of choices throughout the course of the game. While some choices only change the story slightly, others can have an enormous impact. The style was popularized in the Choose Your Own Adventure books. Example Games: Heavy Rain, Fate/Stay Night, Front Mission 3
Open-Ended Stories Sort of like highly complex branching path stories. The story’s progression is often determined more by the player’s actions than his response to specific prompts. The main plot is usually short and simple and the primary focus is on creating an interesting world for the player to explore. Example Games: Fable II, Fallout 3, The Elder Scrolls III: Morrowind
Fully Player-Driven Stories Gives the player total or near total control of his actions. There is little if any main plot, though there might be various optional sub-plots. The “story” is comprised primarily of the player’s actions in the game world. Example Games: The Sims, Animal Crossing, World of Warcraft
Things to Consider Other than video games, what are some things that you consider to be interactive stories? List one game you’ve played for every major type of storytelling on the spectrum. (It’s ok if you can’t think of any games with a fully traditional story.) Why do you think some types of storytelling are used much more often than others? List several games you’ve played that don’t have any stories. Do you think the addition of stories would significantly improve them? Why or why not?