For my module UAR2205: Narrative and Play in Interactive Media, I have to post once a week (about 300 words) to satisfy the module requirements. Reflections are based on assigned readings. This is the very last post. Whew.
I’m a great fan of Sid Meier’s games, especially Railroads, and I can see how his definition of quality gameplay as a series of interesting choices is reflected in his games. Choice has been a big part of our discussion of interactivity as well, and I think Sid Meier’s description can be equally applied to interactivity. Good interactivity is also a series of interesting choices.
When good interactivity and narrative have to merge, we are often stumped, because there is a tension between telling a good story, and giving the player interesting choices but still not disrupt the story we want to tell.
I believe one way of approaching this problem is to stop thinking of using interactive media for storytelling. Instead, we can use interactive media for ’stories-telling’. Why try to tell just one coherent story? What we could do instead is to allow the player to make informed interesting choices at key points, and allow the story to develop according to the choice he chooses. It would not matter which choice he chose, because the narratives are effectively disassociated with one another.
The player’s choices would determine the story he sees, leaving all the other ‘potential stories’ out. In this case, there would be no problem of choice, because the developers and players have two different experiences of choice. For the player, he has made a series of interesting choices, and felt the satisfaction of interactivity. For the developer, any single story that the player walks through has been predetermined, thus the player has no choice.
This sounds good in theory, but there are also many niggling problems. For example, there is the question of whether the effort of creating this much content is worth the experience. Nonetheless, ’stories-telling’ is a viable model for both developers and players in terms of telling stories in games, as well as providing an interactive experience.