TY - GEN
T1 - Dynamic Syuzhets: Writing and Design Methods for Playable Stories
AU - Wood, Hannah
PY - 2017/11/14
Y1 - 2017/11/14
N2 - The holodeck vision of the future of Interactive Digital Storytelling (IDS) assumes a world that reacts around players as story protagonists; but, we have seen how this approach faces challenges in negotiating the delivery of narrative affect and player agency within current technological and Artificial Intelligence (AI) realities. By approaching the field through creative writing practice, this paper argues that casting players as experience—rather than story—protagonists, has proved an effective alternate means of writing and designing for Playable Stories. Through close analysis of the growing Story Exploration Game genre and comparison with interactive theatre, four new terms—the dynamic syuzhet, authored fabula, fixed syuzhet and improvised fabula—are introduced to show how writing and designing for players as experience protagonists can negotiate the needs of narrative and player agency, provide means to combine mimetic and diegetic player experiences, pair self-directed and empathic engagement, and offer opportunities to use dramatic irony—a cornerstone of narrative drive in other storytelling forms that is unexploited in interactive storytelling.
AB - The holodeck vision of the future of Interactive Digital Storytelling (IDS) assumes a world that reacts around players as story protagonists; but, we have seen how this approach faces challenges in negotiating the delivery of narrative affect and player agency within current technological and Artificial Intelligence (AI) realities. By approaching the field through creative writing practice, this paper argues that casting players as experience—rather than story—protagonists, has proved an effective alternate means of writing and designing for Playable Stories. Through close analysis of the growing Story Exploration Game genre and comparison with interactive theatre, four new terms—the dynamic syuzhet, authored fabula, fixed syuzhet and improvised fabula—are introduced to show how writing and designing for players as experience protagonists can negotiate the needs of narrative and player agency, provide means to combine mimetic and diegetic player experiences, pair self-directed and empathic engagement, and offer opportunities to use dramatic irony—a cornerstone of narrative drive in other storytelling forms that is unexploited in interactive storytelling.
KW - Playable Stories
KW - Interactive Storytelling
KW - Immersive Theatre
KW - Video Games
KW - Alternate Reality Games
KW - Creative Writing
U2 - 10.1007/978-3-319-71027-3_3
DO - 10.1007/978-3-319-71027-3_3
M3 - Conference proceedings published in a book
SN - 978-3-319-71026-6
VL - 10690
T3 - Lecture Notes in Computer Science (LNISA, volume 10690)
SP - 24
EP - 37
BT - Interactive Storytelling
PB - Springer International Publishing AG
T2 - International Conference on Interactive Digital Storytelling
Y2 - 14 November 2017 through 17 November 2017
ER -