Article:Interactive narrative, plot types, and interpersonal relations

From unthinkMedia

Contents

Types of Plot

epic plot

focus: the struggle of the individual to survive in a hostile world

This plot focus on a solitary hero that successfully accomplished the feats that he/she is presented, This model allows it to be easily expandable by adding additional feats for the "hero" to face.

Some common features:

  • These narratives focus on physical actions.
  • The hero is a faithful servant of the dispatcher
  • opposes the villain till the conclusion of the story
  • nobody changes sides
  • everyone lives happily ever after

Interactivity:

  • The defacto genre for First Person Shooters
  • Also found in adventure games, and in the quests of MMORPGs
  • allows players tp move the body of their avatar, which fulfills the "physical" requirement of epic plot

dramatic plot

focus: the evolution of a network of human relations

Some common features:

  • action is mental rather than physical
  • most events consist of acts of verbal communication between the characters
  • significance of these actions resides in what they reveal about the mind of the agent and in how they affect interpersonal relations
  • present a closed pattern of exposition, complication, crisis and resolution (also known as the Freytag triangle) that defies expansion.

Example from reading: "in the beginning, x is allied with y; then x betrays y and sides with z, and in the end x and y are mortal enemies; in the beginning x has always been faithful to y; then x falls in love with z; y becomes jealous and kills x and z; in the beginning x and y are friends, then y insults x and they are enemies; but in the end x redeems himself, y pardons x and they are friends again."

epistemic plot

focus: the desire to solve a mystery.

  • the mystery story standard
  • challenges the reader to find the solution before it is given out by the narrative
  • self-pacing affords this

Article Example: "The trademark of the epistemic plot is the superposition of two stories: one constituted by the events that took place in the past, and the other by the investigation that leads to their discovery."

Interactivity:

  • sends the player on a search for clues scattered in the storyworld
  • moving across the world
  • picking objects, examining them for clues, finding documents
  • interrogating non-playing characters, ideally through a dialogue system but, more efficiently, through a menu of canned questions

Temporal immersion includes three narrative effects:

  • curiosity
  • surprise
  • suspense.

Goals

Natural interface

  • interact with computer-generated worlds in exactly the same way they interact with the real world
  • for practical reasons, interactive narrative must often settle for less naturall, but more efficient interfaces

Integration of user actions within the story

  • use is accountable for all of their actions which contribute to their life story,
  • should be more than a mean to unlock the next episode in a story, should be meaningful relation between the tasks offered to the user and the plot of the story

Frequent interaction

  • "should make interactive moments the rule and passive moments the exception"
  • should NOT limit agency to a few decision points separated by long stretches of passive watching

Dynamic creation of the story

  • although pre-scripted, the plot should be as realtime as possible.
  • Should allow for a reasonable number of different variations

Type of immersion

ludic

These typically take the shape of playable stories, in which the production of an aesthetically rewarding story is a goal in itself.

narrative

an engagement of the imagination in the mental construction and contemplation of a storyworld. pursues a specific goal associated with winning

  1. spatial (a sense of place and pleasure taken in exploring the storyworld)
  2. temporal (a burning desire to know what will happen next)
  3. emotional (affective reactions to the story and to the characters)