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Adventures in Time and Space: linearity and variability in interactive narrative | Fiction is a Three-Edged Sword
"...the insight I had playing Indigo was that map-based games, while non-linear in gameplay, are inflexible in narrative. There’s nothing variable about the story that emerges in the player’s head: it’s authored, split up, and distributed across the game like pennies in a Christmas pudding. All that changes is the pace at which it appears. But in time-based games, everything the player does is story, and so that story is constant flux.

To put this another way:

Map-based games are ludicly non-linear but narratively inflexible.

Time-based games are ludicly linear but narratively flexible.

(Of course, these are spectrums: some games, like Rameses or Photopia are ludicly linear and narratively inflexible, and some, like Mass Effect, at least endeavour to be ludicly non-linear and narratively flexible.)
...
Do readers want to interact, toy and play with fiction, or alter, bend and shape it?" Jon Ingold is smart.
joningold  writing  fiction  interaction  interactivefiction  transmedia 
july 2011 by infovore

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