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This piece was written in April of 1994: the occasion was a brainstorming meeting at the Voyager Company (for whom I used to work) on the nature of text and interactivity. At that time the Voyager Company had only just recently moved from Santa Monica to New York City, leaving me in Santa Monica to telecommute. However, packet technology hadn't advanced to the stage where I could FTP myself to the meeting, so I decided to virtually attend the meeting in the form of a small e-mail message that would make some of the points I would have made if I had been able to non-virtually attend. The e-mail message turned out to be a little longer than I expected.

 

Notes Toward the Poetics of an Interactive Fiction


To understand how to develop interactive fiction you should not only look at currently extant interactive games as models, but you should also consider the properties inherent in -- and pleasures obtained from -- interactive fiction's parents: specifically, the dramatic narrative (including theater and film) and the written narrative (including novels, stories, and poems). Of those properties, the nature of the narrative voice, the nature of fictional time, and the nature of the reader's emotional engagement seem particularly important in producing the peculiar pleasures of those arts.

Part One -- Games and Narratives

Written narratives almost exclusively present themselves in one of two voices: the first-person narrative ("Midway in our life's journey, I went astray from the straight road and woke to find myself alone in a dark wood..."), and the third-person narrative ("Mrs. Dalloway said she would buy the flowers herself."); the second-person narrative is seldom employed in other than an occasional literary experiment. Dramatic narratives employ, perforce, the third-person narrative almost exclusively, whether it is a play (and its players) presented before, and hence, separate from, its audience; or whether it is a film, where the camera represents the invisible third-person narrator.1 By contrast, the second-person is the narrative voice most often employed in the interactive adventure game ("You are standing at the well-house of a small spring. . .").

More exactly, the interactive game takes the form of a second-person conversation rather than a narrative as such, a series of descriptions provided by the game which are interspersed with (usually telegraphic) imperatives supplied by the player:

>You are standing at the well-house.
[YOU] DESCRIBE [THE WELL-HOUSE TO ME]
>It is the well-house of a small spring. There is a metal grate at your feet. There
>are some keys here.

Read over after the fact (in those games that are text-based and allow the player to capture the game moves) the interactive conversation does form a sort of narrative, but the narrative experience is really a secondary one, and not an essential component of the game itself. Those games that are more visual and auditory (e.g. Myst, The Journeyman Project) follow a similar dynamic: the images and sound presented to the player are direct mappings of a second-person description ("You see this. . ."), and the commands given to the game (mouse-clicks, menu choices) are direct mappings of second-person imperatives (e.g. a click on the left side of the screen = "You, there, show me what is to the left of my current position. . .").

The opposition of conversation and narrative is directly related to the nature of time as experienced and conceived by the player/reader. Narratives presuppose a flow of time, a fate -- even though the order in which the specific events occur in narratives may be given out of chronological sequence (e.g. Catch-22), or told and retold from different points of view (e.g. Rashomon). But no matter the time scheme and shifting viewpoints employed, narratives are fixed in time: when one is reading a book from cover to cover, or watching a play from opening to final curtain, the events occur in an order that is out of one's control: the author is the timelord. The audience is bound to ask, and stays interested only as long as it feels compelled to ask, "What happens next?"

The interactive game, by contrast, establishes its control over space. The player explores a game-space in a sequence of actions that is only partially predetermined: one may encounter the thieving dwarfs in the Colossal Cavern before or after one has vanquished the snake. Although the configuration of a game's space can change over time or as a result of the player's moves, it is still, when all is said and done, a finite space. Game time is more malleable -- and more uncertain: there are few interactive games that do not rely on random-number generators at one level or another. The interactive-game player does not ask, "What happens next?" but "What do I do next?"

By taking time out of the reader's control, the narrative promises a certain satisfaction and comfort to its audience. Closure of some sort (even in many modern and technically open-ended narrative works) is assured: though the fate of some characters, and, possibly, the significance of the events portrayed, may be left in doubt, narrative works do end -- and, as importantly, they do end predictably, by the closing of the curtain, or by the reader's reaching the book's final page. Closure, in that sense, is guaranteed to all; or, if not guaranteed, is within the reach of all. The audience can reach the end of the work by dint of sheer endurance if nothing else. And if the artist's craft is sound, and the particular reader/audience no more than normally perspicacious, the main effects intended in the work can be achieved: sorrow, laughter, fear, regret, hope, despair, inspiration, confusion.

In an interactive game, however, where time is fluid and its course dependent upon the player's actions, there must be a goal (or why bother playing?), and it is not for all players, or even most players, to achieve that goal. Hence, the more common emotional effects of the interactive game are frustration and boredom. The duration of the game and the sequence of events depends on the actions of the player rather than on the art of the author, and the randomness inherent in most interactive games exacerbates the temporal indeterminacy: one can be stuck in the twisty little passages of the Colossal Cavern for hundreds of moves, and the length of time one is stuck depends on the random numbers generated at the game's core as much as on the specific moves one makes. While it is true that all art, or, at least, the appreciation of all art, is collaborative -- a classic read by a dull reader will be forever dull, and a symphony heard by the tone-deaf will ever remain a cacophony -- the closure promised by an interactive game tends to be much more exclusionary, for only the best players will "win" or finish before boredom and frustration set in. For the less gifted player, the emotional response evoked by interactive games tends toward a sense of failure and inadequacy -- hardly feelings that are eagerly sought after by most people.

Related as well to the narrative voice is the emotional engagement that the reader/audience/player will experience in the course of the work. Narrative fictions, whether in first- or third-person, whether visual, written, or oral, take the audience out of themselves, let them identify with a life or lives other than their own. A reader can be Moll Flanders or David Copperfield or Frodo Baggins or Anna Karenina: caught in the inexorable narrative stream, the reader lives their lives, feels their hopes and fears, even while remaining apart, judging and appreciating and comparing their lives and experiences to his or her own.

In the second-person conversation of an interactive game, the main focus of concentration is on how to achieve the next experience, rather than on the experience itself: to find true love does one click here? go there? push that button? open that door? It is not the identification with a fictive life that is the issue here, but the technique one must employ to manipulate that life. The emotional impact of that vicarious experience is secondary: few players will weep for the death of their interactive-alter-ego in the bowels of the Colossal Cavern. Such deaths are not tragic or pathetic. They simply mean it is time to play again, to achieve instant resurrection by choosing "New Game," to spin around one more time on the electronic interactive Karmic Wheel and use the lessons of the just-experienced death to prolong and enrich the next life-in-the-game.

If we are to have interactive fictions that promise the same depth of emotional and intellectual impact that narrative works do, and have done for many hundreds of years, it may be that the current crop of interactive games are not an appropriate model.

Part Two -- The Interactive Narrative

How can an interactive fiction evoke as rich an experience as do the more traditional fictional forms? We must, of course, realize that we can never enumerate the all ways in which it can happen; artistic creativity delights in outstripping critical analysis. Nonetheless, we can imagine practical guidelines for some ways, at least, to create complex and emotionally satisfying interactive fictions. The place to start looking is at the class of effects we wish to achieve and let that suggest the techniques we may employ; the how depends on the what.

Narrative fictions, as we have seen, usually require a surrender to the author, a giving up of self in some degree. It is Coleridge's old "willing suspension of disbelief" and more: the listener to the tale must not just trust the tale-teller, the listener to some extent must become the tale-teller, must let the tale hijack the memory, the senses, the imagination. The surrender need not be (and seldom is) total and absolute; the act of reading, for example, is a continual oscillation between considered reflection and helpless possession. In fact, the effortless and often rapid flickering between the "I" of the story and the "I" of the beholder is the very source of much of the pleasure of narrative art.

For interactive fiction to provide a similar pleasurable oscillation, it must allow for helpless possession. At first, this seems to deny the very concept of interactivity: an interaction requires an "I" to interact, and the surrender to a tale requires giving up the "I." But surrender is only one side of the oscillation: opportunities for interaction arise on the backswing. Text-video-audio on the computer is fully capable of possessing the reader-viewer-listener, and it goes without saying that computers allow for interaction. What is important in interactive fiction is to avoid breaking the spell of possession by requiring interaction at inopportune moments. A few specific (albeit hypothetical) examples might help illustrate this.

Suppose we have a story involving three or four people, each of whom have their own view of an important event and what it means. In more traditional media, the author of such a story would have to come up with an arrangement that reveals all the viewpoints, but that arrangement would have to be embedded in a strictly linear form: any given page in a book always and forever follows the page before, any given frame in a film always and forever follows the frame before. An interactive version of the same tale, however, could allow for the movement between the available viewpoints.

There are several different ways to allow for that movement. The interactive version could, at specific points, require the reader to choose a different thread of the tale (say, a button which, when clicked, gave a window with the available narrative path options). Of course, such "decision nodes" would have to be carefully placed so as not to disrupt the narrative at its most possessive; after all, making the user choose between Arnold's and Maria's viewpoints in the middle of a love scene would certainly disrupt any identification the reader had with Arnold or Maria. Or one could make the choice of pathways more optional and less obtrusive (say, an unobtrusive palette with the currently active pathways always available, dynamically modifying itself when appropriate). This would allow the reader at any time to switch between Arnold and Maria. But there are consequences for this strategy as well: what would be lost here is the artist's ability to present irony, or supply sudden revelation, by the judicious juxtaposition of the narrative threads.

So, given one hypothetical narrative model (the multiple viewpoint story), we have (at least) two strategies for conveying it (static decision nodes versus dynamic navigation palette). We have the how, but which how we choose depends on what we want our tale to achieve. Do we want distance or intimacy? Are Arnold and Maria specimens under glass, puppets in our little human comedy? If so, maybe the decision node strategy is the answer: it highlights the artifice, it makes us look at the characters as characters. Or are Arnold and Maria fully realized individuals, with powerful perceptions of their own, independent intelligences running in parallel, and yet in constant interplay and interaction with each other? To portray that case, a more voyeuristic approach might be more appropriate: let the audience choose at any time whose thoughts will be overheard, whose life will be vicariously lived.

For other narrative models, looking at just what "hooks" us in a story is a profitable exercise. In many stories, the "what happens next?" that keeps the reader turning the pages is joined by the "what is going on?" -- maybe a puzzle is to be solved (e.g. detective stories), or relationships to be discovered and disentangled (almost anything by Harold Pinter), or prior histories to be reconstructed out of the sparse clues given in the narrative (e.g.The Great Gatsby). In such stories, the interactivity is wholly mental: the information is given on the page, or shown on the screen, but the significance of that information must be inferred.

In a detective novel -- in a "fair" detective novel, at least -- all the clues needed to discover whodunit ("what is going on?") must be given to the reader, although the clues may be veiled, surrounded by red herrings. And, in a novel, those clues are always available on the page; a reader can go back and re-read the important passages. In a detective movie, the clues must be shown, though once shown, they cannot be retrieved (at least, not until the film is available on tape or laserdisc). A detective film might contain a scene that places important clues in the background, or there might be a seemingly irrelevant cutaway shot, or an odd camera angle. Different media, different hows to serve the whats.

Multimedia increases the number of available hows to handle the detective story what. An interactive, multimedia detective story might exist as text and as movie; it can supply the media that seem appropriate at any particular point. Some clues might reside in the text, some in video illustrations: such a story, presented as text on a page, can have pictures that move, or open up into crime scenes that can be explored. The reader can read the story, but can also stop and really look around that dingy third-floor apartment in the less desirable part of Brooklyn where the foul deed was done. Here, the interaction is not used to control the direction of the story -- the murderer will not change no matter what the reader does -- but to help the reader interpret the importance of individual story elements, to figure out whodunit.

From just these two examples some central guidelines have emerged. First, the artist must decide what the story is and what it will do. Aristotle may have been onto something when he identified plot as the most important element of tragedy. Second, the artist must realize that the viewer-reader-listener's role is at times active, at times passive: sometimes the self is swept away on the tide of narrative; sometimes the self is taking notes and pressing the "rewind" button. Require too much interaction, or interaction at the wrong time, and the story's intended effects might not be achieved. Require too little, or not allow it when the audience desires it, and the result will be frustration, bad reviews and low sales figures. Third, the artist must realize that interactive fiction may be a new thing, but it will derive much of its power from the very human love of the tale, which has existed since before movies, before printed books, before manuscripts, and maybe even before cave paintings. Knowing how stories work is the key. From that knowledge, all technique flows.

1 Of course, film is not without its attempts at first-person narrative, usually implemented as a voice-over, but the result is a hybrid, where the spoken first-person narrative is woven around a series of images and episodes that are still regarded from the camera's eye, and in which the narrator is almost always beheld from the outside no differently from the other characters in the fiction, and thus does not occupy the sort of privileged psychological and emotional position held by the first-person narrator in prose or poetry. Very few films, and those experimental, attempt to equate the camera's view with that of the narrator.


Copyright © 1994-2003 Michael E. Cohen