On Feb 4, 9:19 pm, James Mitchelhill <j...@disorderfeed.net> wrote:
>>> Except IF has never put any of the burden of storytelling on the player.No, not directly; but letting the player participate in the story,
>> Right, and I think part of what this piece is doing is questioning
>I'm not sure I'd call it an assumption. There's essentially no good way for
even in subtle ways, is I think a tremendously useful and powerful
tool of interactive stories. One example is allowing the player to
project some of himself into the protagonist, by leaving gender or age
unspecified, for example. The "Myst" series does this. Another example
is games with sandboxes: "Oblivion" has a plot, but lets you ignore it
entirely to create your own adventures; Grand Theft Auto does
something similar. In The Sims there's no story at all, but in the
playing you often create very story-like tales complete with true
love, rags to riches, and untimely deaths. In most MMOs you're usually
given only the brief introduction of a story, and explicitly told that
"the rest is up to you."
This is certainly a lot different than the holodeck, but I think the
> On 4 Feb 2007 13:35:44 -0800, Aaron A. Reed wrote:Ah, okay, I see what you mean now. The IF player recognizes that "It's
> > I'm not sure I understand you here-- in fiction, what is the "intended
> > response" of the reader, other than either finishing the book or not?
> "If there is a gun hanging on the wall in the first act, it must fire in
too dark to see anything in here!" probably indicates they need to
find a light source, in much the same way the reader of a romance
novels recognizes that the introduction of a muscular shirtless
gardener is likely to be an important development. Both are learned
behaviors on the part of the audience. Fair enough.
I suppose the distinction I see is that if you've never read a romance
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