Interactive Storytelling Techniques For 21st Century Fiction 1st Edition Andrew Glassner (Author) Available Full Chapters
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Interactive Storytelling Techniques for 21st Century Fiction
1st Edition Andrew Glassner (Author)
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Andrew Glassner
To Steven Drucker
Contents
Preface ix
I Introduction 1
1 People, Stories, and Games 3
II Story Structure 35
2 Character 39
3 Plot 53
4 Story Technique 93
viii
Preface
The Quest
History has shown us that finding this new art form is surprisingly difficult.
A few plays and staged entertainments involve the audience to some degree,
and there are games in which players take on character roles and act them
out. But these are niche activities, and haven’t caught on in the mainstream
to anywhere near the same degree as movies, books, or professional or
amateur sports.
The quest to find a way to combine storytelling and gaming has all
the qualities of a great story or game: there’s a noble goal to be acheived,
difficulties to be overcome through understanding and insight, and success
to be won by the careful use of skill, planning, and execution.
This quest took on new life in the last years of the 20th century, when
video games moved beyond bouncing a white square back and forth, and
started to incorporate realistic environments, and then well-written stories
and characters [39]. As computers and consoles improved technically, video
games became more visually interesting, their sound and music improved
dramatically, and new interaction techniques appeared. As designers sought
to make their games deeper and more engaging, they naturally started to
incorporate stories and characters into their work.
ix
Interactive Storytelling
I wrote this book because I want to play really great games that are
blended with really great stories. I hope that this book will help hasten the
day of their arrival.
x
Preface
xi
Interactive Storytelling
many times over, by people who were passionate, creative, and skilled. The
result has been the type of stories that we are familiar with today. In the
Western tradition, modern readers can read Ovid (either in the original
Latin or in translation), and although the language may be challenging, the
structure of his stories is familiar and easy to follow. From fairy tales to
Beowulf, from the Bible to the plays of Shakespeare, most of the stories we
know and remember have similar structures and forms.
There’s a simple reason for this consistency: the dominant, time-honored
form of story structure works. If some other form worked better, or other
forms worked as well, we’d see them around in profusion today. But the
marketplace of stories, from television to film, from novels to magazines,
is almost entirely populated by structures that are familiar to us: one or
more engaging characters is engaged in a struggle to achieve a goal, and
works towards that goal. Even simple character studies are propelled by
this structure, though the goals can be internal, and psychologically subtle.
Games, on the other hand, have much less unifying structure. The
solitaire card game of Klondike has little in common with chess or tennis
except that they are bound by a series of rules. A backgammon player and
a soccer player are engaged in radically different activities. Of course, there
are unifying ideas (and I’ll discuss them in this book), but the diversity of
game structures is broad and constantly expanding.
Most games have no story qualities in them. We can relate last night’s
poker game in story form, but the game itself isn’t a narrative. In fact, very
few games incorporate much in the way of story, and there’s no reason
they should. From soccer to Scrabble, we play for the pleasure of the game,
spending social time with friends, and refining and demonstrating our skills
and abilities. This is all true of video games as well, and games from Tetris
to TextTwist are great fun with no story.
But clearly many designers are reaching out to put more story and
characterization into their games. Characters are becoming financially im-
portant to game studios; Lara Croft has made the transition from Tomb
Raider video games to the movie screen. We can see characters develop
from one game to the next. For example, the character of Jak in Jak and
Daxster: The Precursor Legacy reveals a new aspect to his personality in
the sequel Jak II, and the bond between the title characters in Ratchet and
Clank matures in the sequel Ratchet and Clank 2: Going Commando.
My interest in this book will be in the types of games that further this
trend of including story into active gameplay experiences. I have nothing
against games that don’t have stories; in this direction; I play lots of them
and enjoy them. But they won’t get much of our attention here, except
as examples.
xii
Preface
Acknowledgements
Throughout the writing of this book, I’ve relied on friends, family, and
colleagues for encouragement, feedback, and focus. It gives me great plea-
sure to thank Eric Braun and Wendy Siegel, Steven Drucker, Glenn Entis,
Bruce Glassner and Lisa DeGisi, Eric Haines, Christopher Rosenfelder and
Becky Brendlin, Sterling Van Wagenen, and Curtis Wong for discussions,
encouragement, and support. Thank you to Klaus and Alice Peters and the
entire staff at A K Peters for their help and support.
xiii
Part I
Introduction
1
People, Stories,
and Games
S
tories are an important part of our lives. Our media tell us stories
every day, in movies, the nightly news, and even advertisements.
Some of our stories are very personal: ‘‘the story of our life’’ isn’t just
a metaphor, but something we actually tell to ourselves and other people
to give shape and meaning to who we are.
Every one of us tells stories every day. These aren’t of the formally
scripted and produced variety, but the kind that we make up as we go: we
tell what we’ve done, and how other people responded. We’re all natural
storytellers and story audiences.
Authors who study the craft are able to raise storytelling from this
informality to a more universal level, where their stories have meaning to
large numbers of people. Stories as old as Hamlet and as recent as Star Wars
have captured the imaginations of millions of people all over the world.
For many of us, there’s something appealing about the idea of being
able to not just watch great stories, but to actually be in them: to step
into their world and become participants. We’d love to be there with Sam
Spade as he searches for the black bird in The Maltese Falcon, help Indiana
Jones save the day in Raiders of the Lost Ark, or just float down the river
with Huck and Jim in The Adventures of Huckleberry Finn.
3
Interactive Storytelling
4
1. People, Stories, and Games
Mars, and politicians tell the truth, among other improbabilities. Exploring
unusual worlds will be a lot of fun, but it won’t be unlike exploring an
unfamiliar city or taking a hike in a new park. Just as with those activities,
most people will find it more fun to explore interactive story worlds with
friends than do it alone. And though the spaceships in those worlds may be
fun to fly, the monsters exhilarating to battle, and the mysteries a challenge
to unravel, it will ultimately be the other people we share it with who will
make our experience meaningful.
It will be a long time before any computer simulation of a person will
be anywhere nearly as interesting as a real person. Computers today simply
don’t have much range of expression, knowledge, or common sense, nor the
command of language and the mix of unpredictability and coherency that
we recognize in other living people. So as we think about the imaginary
worlds we might enter, we should keep our eye on the fact that it’s the
other real people we’ll meet there who will make us want to go back again.
Foundations
The central theme of this book is that we’ll find a way to combine partic-
ipation and storytelling by looking at stories and games and learning from
the history of both subjects. I’ll also refer to some commercial and artistic
works that have tried to merge stories and games, and see what we can
learn from them. The goal is to find out both what has worked and what
has not. That way we can continue to try new things, exploring the best
ideas and not repeating mistakes.
We’ll also look at what people like about these activities. Historically,
people have enjoyed professionally-written stories as audience members,
rather than as participants. In contrast to this quiet absorption and imag-
inative engagement, we usually play games actively with friends or watch
professionals play them in tournaments. The difference between these pas-
sive and active roles will prove to be a significant challenge when looking
at how to bring stories and games together, but it’s not insurmountable.
Looking at Stories
As I said earlier, we’re all fine informal storytellers. But casual stories are
different from those created by professionals who have studied the craft.
5
Interactive Storytelling
6
1. People, Stories, and Games
Looking at Games
Regardless of how we finally do it, when we ‘‘enter a story’’ we’ll be volun-
tarily entering a shared, structured environment. We already share struc-
tured environments all the time, from the roads we drive on to the restau-
rants we eat in. The rules and conventions of these environments help us
get along with other people, and for the most part the structure of our so-
ciety enables us to make our own decisions and choices without interfering
with the lives of other people.
But if we’re inside a story, then getting enmeshed in other people’s lives
is going to be pretty important. And these interactions themselves are key,
because they’re the elements that make up the story.
What we seek is some kind of structured environment where people
know the rules and understand not just what their options are (and what
options are disallowed), but also what they’re trying to achieve.
Happily, we have thousands of years of experience with precisely this
kind of thing: games. Games are as much a part of human life as stories.
Every culture and every era has had its games, some played in private by
one or more people, and some played in public before crowds of spectators.
Some games are fads that catch fire and then fade away, and some last for
centuries or millennia.
One of the most appealing things about games is that they are incredibly
diverse: there are word games, physical games, mental games, action games,
and an endless array of other types. In Part II we’ll look at the structure
of games, and what most games have in common with each other.
Economics
Designing entertainment of any kind is hard, but when we start designing
interactive activities involving computers and networks, things get very
complicated very fast. A lot of companies and a lot of people lost their way
in the first half of the 1800s trying to find the Northwest Passage, and the
same thing is happening in the pursuit of a mixture of online interaction
and storytelling.
I think that, despite the lack of results, this idea is still appealing to
people for a few different reasons. First, there’s simply the gut feeling that
it could be fun. For some of us, the idea of getting ‘‘inside’’ a story just
has an innate appeal. Second, it feels like something that’s just too natural
7
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