[MUD-Dev] not about telling stories
Thu Nov 29 12:25:12 New Zealand Daylight Time 2001
> From: Joe Andrieu
> Jeff Freeman wrote:
>> People don't want games to *tell* stories, they want games to *be*
> (probably quoting Dave Ricky)
> Yes! But you reach the wrong conclusion. Interactive stories are
> about BEING the hero in the story. If you start with a definition
> where this is not the case, you are working with a flawed idea of
> what it means to experience an interactive story.
Perhaps. But actually I'm fairly content to play my part in a role
other than The Hero. Many, many players want to be the Villain.
Some few others are happy being spear-carriers, at least if the hero
is a friend of theirs. :)
> So, what is true interactive story?
> Is it sandbox-style games where context and tools are provided
> and the players must craft stories post-facto?
> Is it sport-style games where competition amongst teams is the
> emotional rallying point and again, stories are crafted
> Is it force-fed narrative where the player has no control over
> their story actions other than solving puzzles and outwitting or
> out shooting enemy NPCS?
> Or is it Hamlet on the Holodeck where you ask the computer for a
> Sherlock-Holmesian story in which Moriarity is capable of
> defeating you, and a completely interactive simulation is
> constructed in real-time that responds to your (and other
> player's) actions and weaves it into a dramatic story arc?
> Only by understanding these questions can we hope to implement
> products that achieve the ultimate interactive
> entertainment. Stopping the conversation before it gets
> started--or blankly proclaiming that it cannot be done--is as bad
> as the Pope proclaiming that the earth is the center of the
> universe, which was official dogma well into the 20th century.
And before I come off as being any more "anti-narrative" than I
already have, it is the "force-fed narrative" (and ONLY that) to
which I am *strongly* opposed.
The three other types sound more like what we should be striving
for, away from the force-fed narrative model that we have now.
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