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The Experience of Creating a Storyworld
The
experience of interactive storytelling is just as unique for the
storybuilder as it is for the player. As a storybuilder, you seek what
every artist seeks - to express yourself, to move the player's
emotions, to open the player's mind, to strive towards the
transcendent. In the broadest sense, your method is also the same as
other artists' - to create a virtual experience that draws the audience
in.
That's where the similarities end. Interactivity is such an incredible
wildcard that it turns the whole concept of storytelling upside down.
Yes, you are the author of the player's virtual experience, and yes,
you create that experience according to the kind of emotions and
thoughts you wish to stir in the player, but you must remember that,
from the player's point of view, what draws them in is not your
carefully construed story, but the opportunity to exercise volition in
your storyworld, and the confidence that the choices they make will
have dramatic significance and will result in a unique, satisfying
story all their own.
If you think this is robbing you of your authorial voice, think again.
Quality interactivity is an immensely powerful rhetorical tool, not
least because it allows you to respond to players whose frames of
reference vary widely from yours and from each others'. It also
generates suspension of disbelief with unheard of effectiveness - it's
very easy to believe a depiction of a person when you can talk to and
act on the depiction and have it respond relevantly, emotionally and
intelligently. It's also much easier to maintain the audience's
interest in an interactive experience. Indeed, when you master this
medium of expression, your authorial voice will not merely be heard in
one story - it will boom all throughout the countless unique stories
your players experience.
Not only is interactive storytelling a powerful medium, it's also quite
a fascinating adventure to create in. Since a storyworld is not one
story but a universe of dramatic possibilities, storybuilding
challenges your creative faculties to work overtime, thinking not where
the plot should go, but instead trying to imagine every possible direction it could go. It's like drawing a
map of your entire imagination, which the player then traverses. Just a small example:
Suppose you're just starting out, and you are thinking about the kinds
of dramatic situations you'd want your storyworld to contain. Romance
is always a good way to start, so you add to your storyworld the
possibility for romance. Note that this doesn't mean any specific
romance will happen in the storyworld - it means that it is generally
possible for any Actor to engage in romance. But what fun is romance
without adultery? And where there's adultery, there's
bound to be some hooligan Actor who would resort to murder. Now, where
there's murder there are trials, and where there are trials there's
incarceration. Where there's incarceration there are getaways, and
those lead to refuge-seeking, which may lead to friendship, more
romance or exploitation. Each of these situations can happen several
times when the storyworld is played, in different orders and to any
number of different Actors, so you can see that even such a small set
of dramatic possibilities creates an endless variety of possible
stories. Of course, which dramatic possibilities you include in a
storyworld depends on your imagination and artistic vision - which you
are encouraged to explore as thoroughly as possible.
You also create all the Actors who participate in the story, defining
each one's personality, which affects the way that Actor interacts with
others. These interactions, of course, are what leads to the dramatic
situations you've defined, so, for example, you can make certain Actors
more likely to become romantically involved, based on their personality.
But you want the player to experience much more than interpersonal
interaction - you want them to be constantly making interesting
dramatic choices. This means that, instead of imagining dramatic
situations which seem to have only one reasonable way of resolving, you
try to imagine all situations in a way that will force the player to
make truly tough choices.
You also want these choices to amount to a satisfying story, with a
beginning, middle and end, albeit which specific beginning, middle and
end those will be depends on the player's decisions. You have several
tools that let you do just that - making sure, for example, that the
pace stays right, that the story doesn't end before all the threads are
resolved or continue after they are, that certain key events happen at
designated times and so forth.
As you can see, storybuilding is nothing like any other artistic
endeavor. Everything here is done at a higher level: Instead of
creating a story, you create dramatic possibilities. Instead of
planning a character's behavior, you imbue an Actor with a unique
personality, and send them into the storyworld to behave according to
it. Instead of creating a plotline, you define special principles that
maintain the narrative's form. You do all this knowing that your
storyworld will be played by countless people, each of which will have
a unique experience on each playing. Thereby, you will reach that
player on their own terms, and your impact as an artist will be
stronger for it.
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