On the surface the concept of interactive story seems simple. All the trouble comes when you try to create one. Not only it is a technical and interface problem, it’s a logic problem (That Darn Conundrum). But beyond even that, as an artist you have no idea where to begin. You know how to move an audience using the various mediums available today but interactive story itself seems completely foreign. That might be because interactive story actually hands the majority of the artistry to the player.
In his book Pragmatic Thinking and Learning: Refactor Your Wetware, Andy Hunt highlights research that shows we find attractive things to be easier to use. We even learn at a faster pace if it’s attractive. Seeing the importance of beauty, Hung goes on to quote the famous architect Louis Kahn about the relationship between beauty and design.
Design is not making beauty; beauty emerges from selection, affinities, integration, love.
Hunt explains the quote further.
Kahn explains that beauty emerges from selection. That is, art comes not so much from the act of creation itself but rather from selecting among a near infinite supply of choices.
The musician has a near-infinite palette combining different instruments, rhythms, scale modes, tempo, and the hard-to-define but easy-to-sense “groove”.
Art is a process of selection. What is true for musician is true for writers.
However interactive story hands this selection process over to the player.

If art is selection, interactive story has less art than traditional narrative. True, interactive story may still allow the artist to narrow the set of choices a player can make, but that is loose selection where traditional story is definite. Plus the choices will likely compound each other, ultimately putting the player in control. The player usurps most of the artistry.
That might also explain why we have yet to see any famous or semi famous artists looking to create interactive story. First they likely don’t know how to start, but more than that they can’t see the artistry.
I’m dealing with much of this today trying to build a dating sim using Ren’Py, which is essentially an interactive story. I continually struggle with the question – is the inclusion of interactivity adding to the entertainment value or would it work just as well or better as a static story? If I hook the user, if I get them to empathise with the characters why would I then want to turn them loose to the player? It isn’t just me being a snob; we see movies made by professionals who have spent years honing their craft. Seeing a movie I don’t want to be the lead character, I want to see what happens to that character.
That said, interactive story does offer a new medium and I’ll continue to plug away at it, if not just for the learning experience. And one day I hope to test the hypothesis using Customer Development. However my intuition tells me that another form of real time story will prove much more successful given time – immersive story.
For immersive story to work though you need a highly responsive environment. Virtual worlds are perfect for this however as a platform they are nascent. Plus the costs to creating an immersive story likely increases ten fold over creating interactive story with Ren’Py. But the day will come when there is a viable platform and/or engine for immersive story.
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