| Linear story |
![]() |
| Branching story layout |
This interactive story allowed the player to make meaningful decisions that will influence the story one way or another. effectively giving the player the freedom of choice that the protagonist would have. The branching story path has been around in analogue and digital forms for more than 20 years, however the digital and analogue forms of this are very different. Mostly because there is an obvious problem with this type of story:
![]() |
| The problem with a branching story |
What you effectively do every time you branch a path is you double the effort the game requires. For example, if you wanted a player to make 10 choices in the entire game, but each choice would only present two outcomes you would end up with a game with exactly 1024 separate endings! This is far beyond the capabilities of any analogue or digital format, more importantly it defies purpose - nobody would ever play a game or read a book over 1000 times just to see each ending and you should not expect them to!
Obviously choice (or the illusion of choice) is still a very emotionally valuable asset for a story or a game, so what is the most common fix for a digital system?
![]() |
| Parallel story structure |
So, if that is the solution devised in digital formats, what is the analogue equivalent?
![]() |
| An examination of the CYOA book Journey under the sea |
http://samizdat.cc/cyoa/
In a tabletop role-playing game the player must sit down, make a choice, express the choice to another individual (a DM) who must simple reply to him - informing him of the outcomes of his choice. Unfortunately that is where we loose the ability to gain more choices by lowering the required output; that individual will still need a story that he expects the players to follow, he will - if he is worth his salt - modify the story according to every session and choice the player makes. However, the intended story is still fixed.
What separates the tabletop game from the choose your own adventure book? Mostly it is the inclusion of probability in the form of dice rolls to determine the success of the choices a player takes.
So, what if we included probability into a CYOA style of game? The plot would still be a parallel story but the outcomes of it would be much more varied! Probability is handled batter by computers than by dice, maybe some form of more interactive CYOA could be achieved.
(source of images: http://mycours.es/gamedesign2012/48-2/branching-narrative-from-borges-to-the-hypertext/)
(source of images: http://mycours.es/gamedesign2012/48-2/branching-narrative-from-borges-to-the-hypertext/)




No comments:
Post a Comment