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878028 Posts in 32900 Topics- by 24325 Members - Latest Member: hoplite21

May 21, 2013, 03:16:00 AM
TIGSource ForumsDeveloperCreativeDesignLinear Stories vs Interactive Storytelling
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Author Topic: Linear Stories vs Interactive Storytelling  (Read 8803 times)
Alex Vostrov
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« Reply #45 on: May 12, 2009, 06:42:46 PM »

yes, that's fair. that was part of my point, that interactivity should be used to make linear storytelling better. there's no contradiction between interactivity and linear storytelling, you can have an interactive linear story.

That's a viewpoint that I want to understand then, because it's not at all clear to me.  I'm going to explain how I see the issue, and you can correct me when I go wrong, ok?

The best definition of interactivity I've found so far is Crawford's.  To paraphrase:

Interactivity is a cyclical process where two agents alternately preform the following actions:

1. Listen
2. Think
3. Speak

In the context of a game, the computer listens to player input, thinks by applying algorithms to the input and speaks via the monitor and speakers.  In order to have something be interactive, all of the above actions must be done well.  You can't listen and speak, but forget to think.

With that definition in mind, how does linear story mesh with interactivity?  The biggest problem is that a linear narrative is not amenable to player modification.  In other words, linear stories don't listen or think.  What they do very well and powerfully is speak.  A pure linear story is not interactive.  On the other end of the scale, interactive systems cannot sustain a plot.  The carefully crafted sequence of events is impossible if the player can just mess with it at will.

I see that these two forces of narrative and agency are fundamentally in conflict.  Therefore, mixing them is a bit like mixing water and oil.
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« Reply #46 on: May 12, 2009, 06:49:17 PM »

lyx: another thing I forgot: although I may not be using terms the you are, I don't think I'm twisting them, at least in the sense that I haven't changed my posit -- my proposition from the beginning was always that interactivity should be used to make storytelling better, that storytelling should be adapted to games rather than rejected. If you don't want me to call stories linear if they're interactive, I'm fine with that. We don't have to call them linear. Perhaps we can call them 'structured' or something, or 'time-based' or whichever term you prefer I use.

Alex: I think you're taking this too conceptually. I.e. you're defining what interactivity must be, saying what it must be like, and then saying what games and stories must do in order to fit that definition. As I said earlier, I think empiricism is more important than a priori reasoning. So I just don't really accept the method of defining things and then saying what something has to be like in order to fit that definition. I don't think that's a good way to approach game design generally.

More specifically, you're just defining things like "a pure linear story is not interactive". Why isn't it? As I wrote above, if you don't want to use the term linear, we don't have to. But by linear story I took it to mean a story with a beginning, middle, and end which can be mapped on a timeline. Why is it that you can't allow the player some control in determining that timeline? It's still a line either way.
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Dave Ravel
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« Reply #47 on: May 12, 2009, 07:05:01 PM »

Well, I'm not speaking strictly then. I do think the story was linear though. There was a beginning, middle, and end. It's kind of like saying a life isn't linear just because it's interactive. Your life *is* linear, it's also interactive.

All instances of stories are inherently linear, as we experience the world through the continuum of time and you will experience any given story as such. Any story that delivers a beginning, middle, and end in that order is linear. I'm not sure what you would do if somebody were to switch the end and put it at the beginning. I'm guessing that that would still be a linear story, even if the events weren't presented with the same chronology as the way the characters experienced them.

I think what we're actually arguing about is non interactive story (at least non interactive as far as significant differences of plots and events) against interactive story, the difference being the greater flexibility of the latter. A non interactive story is told one way, only one. An interactive story has a much larger possibility space. There are many possible story elements that change based on player input. I don't think this attribute inherently weakens the impact of the story. It is exponentially more difficult once you start dealing with the combinatorial explosion of possibilities, but in the end you would be presented with a linear story and if the writing was sound it should then be as meaningful as a non interactive story. It'd be like writing a hypertext, and attempting to write one of those and still retain deep meaning and significance in all possible paths is incredibly difficult. I think if it was achieved it would be a very powerful thing, because then you would have a configurative text, with many possible linear stories that would emerge from player choice. For anybody who has read Ian Bogost's Unit Operations a configurative text has the potential to house it's meaning in many different places, a single possible presentation of the story is not inherently superior than the myriad of possible presentations of a configurative text.

I think it is a falacy to state that interactive systems cannot sustain a plot, in fact they possess the potential for many plots, of which any one (in an ideal system) would be powerful, possibly even more powerful considering the player's involvement in writing the story.

We seem to be speaking of the real world instances of noninteractive and interactive storytelling so I thought I'd think of the problem in their ideal incarnations. That's not to ignore the great difficulty of constructing interactive stories, but thinking in these terms does prove that your thinking of narrative and agency being fundamentally in conflict isn't true, because not everything is permissible, the possibility space is still decided upon by the author, and the ideal author can make every possible story meaningful by configuring his units of meaning into many combinations that expresses the themes and elements well. There is still the problem of gameplay harmonizing with story but judging from the lack of interest in my last post I assume that's beyond the scope of the discussion.
« Last Edit: May 12, 2009, 07:11:49 PM by Dave Ravel » Logged

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Lyx
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« Reply #48 on: May 12, 2009, 07:07:53 PM »

Why do you believe that stories which allow choice are not linear? I don't understand why you believe (even strictly speaking) that a story which is interactive can't be linear.
As i - and i would claim most others - understand the term "linear/nonlinear story", it does not refer to what the player experiences, but instead the POSSIBILITIES of alternative experiences which could have happened. The more difficult term is interactivity, because it isn't as clear what its reference should be. Should the reference be that the player can "do" stuff, regardless of if he has a choice? Does the "interactivity" only apply to the hardware-controls? Or does it also apply to that what happens in the game is DECIDED interactively? If we only apply interactivity to the game controls, then ANY game is interactive - heck, even booting up your PC is interactive, because you press a button to make it happen. Meh, even reading a book is interactive in that regard, because you turn pages. But if we also apply the interactivity to how the gameplay develops, then yes, interactivity and linearity is mutually exclusive.
« Last Edit: May 12, 2009, 07:11:08 PM by Lyx » Logged
Alex Vostrov
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« Reply #49 on: May 12, 2009, 07:22:57 PM »

Alex: I think you're taking this too conceptually. I.e. you're defining what interactivity must be, saying what it must be like, and then saying what games and stories must do in order to fit that definition. As I said earlier, I think empiricism is more important than a priori reasoning. So I just don't really accept the method of defining things and then saying what something has to be like in order to fit that definition. I don't think that's a good way to approach game design generally.

I don't think that empiricism can discover new ground.  If you're satisfied to investigate and refine what has already been done, then empiricism is your tool.  If you want to imagine what's possible and expand the idea space, then you'll have to contend with a bit of conceptual analysis.

More specifically, you're just defining things like "a pure linear story is not interactive". Why isn't it? As I wrote above, if you don't want to use the term linear, we don't have to. But by linear story I took it to mean a story with a beginning, middle, and end which can be mapped on a timeline. Why is it that you can't allow the player some control in determining that timeline? It's still a line either way.

I feel a bit like you're ignoring the specific points of my argument.  If my definitions are unsatisfactory to you, you should point out why.  Dismissively waving it away doesn't communicate much.  My reasoning was a bit more developed than "a pure linear story is not interactive."  I'm making a bit of effort to understand your viewpoint, Paul.  So far, I haven't gotten anything that I can work with.

I define a linear story as essentially a pre-determined sequence of events.  Insofar that they're pre-determined, they cannot allow player choice.  Let me give an example, if that makes things clearer.

In the game Deus Ex, the player at one point arrests a suspected terrorist - Juan Lebedev.  As this happens, the player's partner Anna Navarre walks in and commands the player to execute the prisoner.  The player has a choice.

1. Obey your superiors and shoot Lebedev
2. Do nothing, in which case Anna kills Lebedev herself
3. Attack your partner and kill her, saving Lebedev

Here are the consequences of all 3 choices:

1. Lebedev dies and you get approval from your higher-ups; eventually they turn on you and arrest you.
2. Lebedev dies and you get reprimanded;  eventually your allies turn on you and arrest you.
3. Lebedev lives, but you never see him again.  Another character erases the evidence of your killing.  Eventually your allies turn on you and arrest you.

To what extent is the choice to spare or take Juan Lebedev's life meaningful?  What consequences does it have?  There are 2 things that are affected by your choice.  Firstly, slightly different audio clips are played immideately after the event.  Secondly, later in the game the player may or may not encounter Navarre as an enemy.  Either way, the core story of the game remains unchanged.  This choice is only marginally meaningful and is largely irrelevant to the plot.

If your goal is to make a richly interactive game, this is quite weak.  The player rightfully feels like their choice didn't have much impact.
« Last Edit: May 12, 2009, 07:34:33 PM by Alex Vostrov » Logged

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Alex Vostrov
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« Reply #50 on: May 12, 2009, 07:33:05 PM »

I don't think this attribute inherently weakens the impact of the story. It is exponentially more difficult once you start dealing with the combinatorial explosion of possibilities, but in the end you would be presented with a linear story and if the writing was sound it should then be as meaningful as a non interactive story.

There's potentially a problem with this approach which is pointed out by Jon Blow.  Books and movies are batch processes and thus will always hold an edge over stories generated in real time.  If interactive stories compete along the same dimensions as previous media, they're destined for inferiority.  The only solution is to harness greater player involvement and develop the medium in new directions.  That is to say that stories made by interactive works should not neccesarily be very story like.

I think it is a falacy to state that interactive systems cannot sustain a plot, in fact they possess the potential for many plots, of which any one (in an ideal system) would be powerful, possibly even more powerful considering the player's involvement in writing the story.

What I was attacking was the idea of the author as an Old Testament God.  Interactive media force the creator to cede some of his control and move to a higher level of abstraction.  This is in stark contrast to static media where the audience takes a passive role.
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« Reply #51 on: May 12, 2009, 07:48:42 PM »

The author however doesn't necessary have to give up his "message", as long as that message isn't a single direction which the player is supposed to take. "My point" in my project for example IS the way how the interactivity in the game works - or rather "what" interactivity is in general. The point of the game is interactive exploration and relationships between two beings and how the actions by those two modify what happens. Granted, in this regard i have it very easy here - perhaps as easy as possible. I mean, not everyone wants to create an interactivy story about interactive introspection and relection - many probably prefer to simply engage the player in an interesting world and stuff. Perhaps thats a major point here: Conventional stories are about "telling" the player something.... Dynamic stories are probably more appropriate to create explorable interactive environments.
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Alex Vostrov
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« Reply #52 on: May 12, 2009, 07:55:59 PM »

Perhaps thats a major point here: Conventional stories are about "telling" the player something.... Dynamic stories are probably more appropriate to create explorable interactive environments.

I would agree with that general sentiment Lyx.
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« Reply #53 on: May 12, 2009, 08:49:48 PM »

Erm, i just remembered something: How could i have taken part in this discussion for so long without mentioning "King of the Dragon Pass" (http://www.mobygames.com/game/king-of-dragon-pass/screenshots) ??
« Last Edit: May 12, 2009, 08:53:22 PM by Lyx » Logged
Alex Vostrov
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« Reply #54 on: May 12, 2009, 10:00:21 PM »

Whoa!  Where did Dave Ravel's post go?  It was right there not so long ago.

Also, I'm looking forward to your response, Paul.
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« Reply #55 on: May 12, 2009, 10:46:58 PM »

I think the categorization is quite simple. I usually interpret storytelling as linear(like most point'n'click adventures), branching(most RPGs) and procedural(Dwarf Fortress, Sims). I'd say they all work equally good, it depends on intentions.

Linear plots are good when story isn't central, or when the player isn't supposed to make choices. Branching means you can make a meaningful game, and yet allow the player to makes important choices. And procedural story means you can make a vivid world that reacts to the player choices, and he can write his own story.

None of them is inherently more powerful or immersive than the other. Some games need one, some need another. But it's true that linear stories usually lack, 'cause being completely linear, without player interaction, When it's important to the game, it might grow apart from gameplay, or even conflict it. Procedural storytelling at it's best will still be more shallow than the others. And branching means lots of work, and the more it branches the more likely it is the player will notice what he can't do. It also draws an atention to the plot, that isn't needed in every game.
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Dave Ravel
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« Reply #56 on: May 12, 2009, 10:56:23 PM »

Whoa!  Where did Dave Ravel's post go?  It was right there not so long ago.

Also, I'm looking forward to your response, Paul.

Didn't like my third post, terrible composition and examples, although I like where the discussion is going. I'm going to rewrite it tomorrow morning.
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« Reply #57 on: May 13, 2009, 01:07:22 AM »

Okay, lets stray from the "generate a central story" approach a bit and take a closer look at what Dave hinted at: Creating an interactive explorable environment, and then let the players interactions be the story.

Funny thing is - if you think about the words "exploration" and "interactive environment", then you notice that there actually are quite a few games which "approached" that direction... they didn't really "arrive" there, but they give practical examples what kinds of games we're talking about here: Sandbox-style games and exploration games.

Ironically, some of the games dont really seem to have recognized the strong link to interactivity. Take for example knytt stories - that game is a lot about mood and exploring the world... which had all those cute inhabitants... i REALLY REALLY wanted to interact with those - i wanted to play with them and explore them.... you know, nothing big... just stuff like throwing a ball at them.... but guess what: nothing.

Or take mount and blade - that game's setup is almost made for exploration and the players interactions with the inhabitants creating the story. But guess what: The game was rushed out of the door with shallow repetitive quests which suck, and a lot of loose ends which appear to were meant to be connected to story aspects later. And what happened after release? A bugfix patch was made, and afterwards the dev decided to focuss on an expansion which will be about..... more battles, better gfx and multiplayer...

Or all those roguelikes? They for *****'s sake have STATIC QUESTS! Static content in a roguelike? Why was it so far fetched to think, that if you can generate meaningful items via placeholder variables in an itemtemplate, you can also generate meaningful quests via cascaded placeholder variables in a questtemplate?!

So whats up with all those games? Their gameplay has the spirit/mindset which we're talking about here - yet they constantly fail to deliver when it comes to interaction and dialogue. It's not as if this is rocket science - they already figured out how to do it with nonstory related things... and often they just would need to do the same with storyrelated aspects? What is it which they miss? My guess is: It is a mix of not recognizing the obvious, and simply having no developers on board which are interested in such a kind of sandbox-style story creation.

P.S.: I just remembered that besides of the unfinished Dwarf Fortress, there IS a roguelike which applied its gamestyle to everything, by partially turning it into a life-sim. Elona.
« Last Edit: May 13, 2009, 01:17:05 AM by Lyx » Logged
Alex Vostrov
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« Reply #58 on: May 13, 2009, 08:00:14 AM »

So whats up with all those games? Their gameplay has the spirit/mindset which we're talking about here - yet they constantly fail to deliver when it comes to interaction and dialogue. It's not as if this is rocket science - they already figured out how to do it with nonstory related things... and often they just would need to do the same with storyrelated aspects? What is it which they miss? My guess is: It is a mix of not recognizing the obvious, and simply having no developers on board which are interested in such a kind of sandbox-style story creation.

It's a very hard problem and a lot of people working in the industry don't naturally lean toward solving it.  What is needed is to develop algorithms to simulate a human being.  You need to have characters that have emotions and can act on them in a plausable fashion.  We've barely started on that problem.
« Last Edit: May 13, 2009, 08:13:37 AM by Alex Vostrov » Logged

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« Reply #59 on: May 13, 2009, 08:44:10 AM »

Dragon Speech Part 4 of 5 "Characters" (1992)

(but, imho, human simulator == unethical. alienation through medial phantom pyschology... maybe it's good that isn't possible (yet). but i personally don't think characters in interactive "story spaces" would really need that level of realsitic psychological simulation. it would be enough to use simpler, mental states, which would have a function for the actual story. more authored than engineered...)
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