ABSTRACT

Storytellers are faced with a medium where they cannot be certain what path their story will take, just as the physicists found that they could no longer be certain what path their electrons would take. Setting theory aside, and taking a good look at the game titles that people really enjoy, there can be no doubt that stories must do something to enhance gameplay, since most games have some kind of strong story element, and it is the rare game that has no story element at all. The idea that the mechanics of traditional storytelling, which are innate to the human ability to communicate, are somehow nullified by interactivity is absurd. For all the grand dreams of interactive storytelling, there are two methods that dominate the world of game design. In some ways, story worlds are fragile like the barrelful of wine. One small inconsistency in the logic of the world, and the reality of the world is broken forever.