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The Experience of Playing a Storyworld
When
you play a storyworld, it starts very similarly to a traditional story
- with a text exposition. The exposition generally tells you who the
Protagonist, your storyworld avatar, is, who the other Actors are, and,
of course, what the Protagonist's conflict is. Once you click past the
exposition, though, things start looking mighty different.
You are a character in the storyworld. On the screen you see where you
are right now, the faces of the other Actors present, and a close-up on
the face of whoever Actor is currently doing something. Whatever
they're doing is described to you in Deikto,
and you can respond using a Deikto Sentence of your own. Selecting your
response to story occurrences is both challenging and fascinating -
storyworlds are designed to put you into situations where you have to
make difficult choices, both for your heart and for your mind.
There is a stupendous variety of things you can do in each storyworld
situation. For example, when an Actor accuses you of bedding their
spouse, one can imagine many reactions, like denying it, shamefully
apologizing, flauntingly admitting it, punching them, shooting them,
running away, calling the cops, telling them they're not good enough
for their spouse, telling them you didn't know it was their spouse and
many others. An ideally-designed storyworld would give you all these
options. Also, a storyworld is designed to minimize redundant or
uninteresting choices, so that every move you make has a distinct
effect on the storyworld, and lands you in a new interesting situation.
However, there are some reactions that won't make sense, like shoving a
cake in your accuser's face, proclaiming oneself to be the reincarnated
Charlemagne, or pulling the light bulb out of a lamp and eating it. The
storybuilder cannot and need not provide for every imaginable silly
behavior - he or she operates under the assumption that you share a
common interest in keeping the story on track and not letting it get
mangled up with nonsense.
Of course, "on track" could mean a lot of different things - if this is
some sort of Monty Python-esque storyworld, the latter group of options
just might be more appropriate. It all depends on the storybuilder's
taste, and, therefore, as in any art form, you will enjoy a storyworld
better if your taste is compatible with its creator's.
You aren't the only one who has a very wide palette of available
choices - the computer-controlled Actors have just as many. You will
discover that they are nothing like what you're used to with computers
- not only are they intelligent, perceptive and coherent, they are also
emotional, idiosyncratic creatures, who feel about each other and about
you, both positively and negatively. Their emotions are quite complex -
for example, if you are playing a Protagonist who has authority over an
Actor, and that Actor disobeys you, you could decide to punish them. If
you do, they might hate you for it, but if you don't they might think
you're weak. If you don't punish them after having threatened to do so
they might think you're dishonest, or they might just think you're
merciful. It depends on their personality, their history with you, and
perhaps some other values. Because the storybuilder shapes these
emotional dynamics according to his or her artistic vision, no two
storyworlds have the same dynamics; however, if he or she does a good
job, the result is always highly convincing and engaging. Much of the
pleasure in a storyworld is learning how to interact with each Actor,
how they like to be treated, what irritates them, what their weaknesses
are and how you can befriend them.
Storybuilders define special narrative principles that allow them to
ensure your experience will be not only entertaining, but also
dramatic. These can speed the story up if it gets too slow, add
conflict to it if everything is just too peachy for drama, ease it up a
little if it's too tense, and generally react to the way you choose to
play your role, so that the story organizes around your choices in a
dramatically coherent way. For example, suppose that you are playing
St. George. Obviously, this storyworld has dragon slaying in it, which
you are expected to perform. The storybuilder can create dramatic
principles that will influence the computer-controlled Actors to
pressure you into slaying the dragon, or even influence the dragon
itself to come after you. If you don’t want to do any dragon slaying,
the storybuilder can create a
principle that will detect that, and respond - it could become a
storyworld about your struggle to escape the duty of dragon slaying, or
some other Actor could slay the dragon and it becomes a story about
your coping with the shame of cowardice. The possibilities are endless,
and the more capable the storybuilder, the more fascinating and varied
they become. In other words, while you are the author of the
Protagonist's behavior, the storybuilder is
the author of everything else in the storyworld, including how your
behavior affects the story. A good storyworld challenges and surprises
you, while still allowing you to choose your own path. Of course, not
every path leads to a happy ending, but ideally they all lead to
cathartically satisfying ones.
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