Differences Between Interactive and Linear Narrative
At their core, interactive and linear narratives are quite different because of the difference in the role of the audience versus the player. Though an audience member of course brings her own background and interpretations to any media that she consumes, she is still unable to change the actual media itself, only her perce ption thereof. However, a player is constantly affecting the media in which she is taking part, and therefore a player has actual agency in the interactive narratives that she experiences. This means that authors of interactive narrative must be aware of some core differences in how they can craft their narratives.
Plot Versus Free Will
One of the most difficult things to give up when crafting interactive narratives is control over the plot. Both authors and readers/viewers are accustomed to plots with elements like fore-shadowing, fate, irony, and other ways in which the intended outcome of the plot actually influences earlier parts of the story. In a truly interactive experience, this would be impossible because of the free will of the player. Without knowing what choices the player will make, it is very difficult to intentionally foreshadow the results of those choices. There are several possibilities for dealing with this dichotomy, some of which are used often and others of which are used in situations like pen-and-paper RPGs but have not yet been implemented in many digital games
Limited possibilities
Limited possibilities are actually a part of nearly all interactive narrative experiences. In fact, most games, at their inscribed level, are not actually interactive narratives. all the most popular series of games over the past decade (Prince ofpersio. ca ofDuty, Halo, Uncharted, and so on) have exclusively linear stories at their core. No matter what you do in the game, your choices are to either continue with the narrative or quit the game. In fact, Spec Ops The Line by Yager Development explored this issue beautifully, placing the player and the main character of the story in the same position of having only two real choices : continue to perform increasingly horrific acts orjust stop playing the game.
In Prince ofpersio The Sands ofTime, this is handled by having the narrator (the prince of the title and the protagonisti say"No. No, no that's not the way it happened, Shall l start again?"whenever the player dies and the game has to back up to the most recent check Point. In the Assossin Creed series, this is handled by stating that you have become "desynchronized"from your ancestor's story if (through lack of player skill) the ancestor is allowed to die.
There are also several examples of games that limit choices to only a few possibilities and base those on the player's actions throughout the game. Both Fable, by Lionhead Studios, and St(7r Wars Kni夕hts ofthe O/dRepub/ic, by Bioware, claimed to be watching the player throughout the game to determine the final game outcome, but though each did track the player on a good versus evil scale throughout the game, in both cases (as in many other games), a single choice made at the end of the game could override an entire game of good or evil behavior.
Other games like the Japanese RPGs Final Fantasy V// and Chrono Trigger have more subtle and varied possibilities. In Final Fan tosy W, there is a point where the main character, Cloud, goes on a date with someone at the Golden Saucer amusement part. The default is for Cloud to go out with Aeris ; however, if the player has ignored Aeris throughout the game and kept her out of their battle party, Cloud will instead go out with Tifa. The possibilities for the date are the characters Aeris, Tifa, Yuffie, and Barrett, although it takes resolute effort to have the date with Barrett. The game never explains that this math is happening in the background but it is always there, and the Final Fantasy team used a similar strategy in Fino/Fantosyxto determine who the protagonist, Tidus, would ride on a snowmobile with in a romantic scene. Chrono Trigger uses several metrics to determine which of the game's thirteen endings to choose (and some of those endings have multiple possibilities within them). Again, the calculations for this are largely invisible to the player.
AIIow the player to choose from several linear side quests
Many of Bethesda Softwork's open-world games use this strategy, including the recent games Fa/tout 3 and Skyrim. While the main quest is generally pretty linear for these games, it is only a small fraction of the game's total content. In Skyrim, for instance, the main quest takes about 12 to 16 hours to complete, but the game has over 400 hours of additional side quests. A player's reputation and history in the game lead to some side quests being unlocked and exclude her from playing others. This means that each individual who plays the game has the potential to have a different combination of linear experiences that add up to a different overall game experience from other players.
Foreshadowing multiple things
If you foreshadow several different things that might happen, some of them probably will happen. players will generally ignore the foreshadowing that is not paid off while noticing that which does. This happens often in serial television shows where several possibilities for future plots are put in place but only a few are ever actually executed (e. g., the Nebari plot to take over the universe that is revealed in the Far-scope episode"A clockwork Nebari"and the character of the Doctor's daughter from the Doctor who episode"The Doctor's Daughter"who never returns to the show).
Develop minor nonplayer characters (Npcs) into major ones
This is a tactic used often by game masters of pen-and-paper RpGs. An example of this would be if the players were attacked by a group of ten bandits, and the players defeated the bandits, but one got away. The game master (GM) could then choose to have that bandit return at some point with a vendetta against the players for killing his friends. This differs significantly from games like Final Fantasy vl (originally titled Final Fantasy m in the U. S.), where it is pretty obvious from early in the game that Kefka will be a recurring, annoying, and eventually wholly evil nemes is character. Though the characters in the player's party don't realize this, just the fact that the developers chose to give Kefka a special sound effect for his laugh makes it apparent to the player.
Tip
Pen-and-paper RPGs still offer players a unique interactive gaming experience, and I highly recommend them. In fact, when I taught at the University of Southern California, I required all of my students to run an RPG and play in a couple run by their peers. Roughly 40% of the students each semester listed it as their favorite assignment.
Because pen-and-paper RPGs are run by a person, that game master (GM) can craft the narrative in real time for the players in a way that computers have yet to match. All of the strategies listed earlier are used by GMs to guide their players and make their experiences seem fated, foreshadowed, or ironic in ways that are usually reserved for linear narrative. The perennial RPG Dungeons & Dragons, by Wizards of the Coast, is a good place to get started, and there are a tremendous number of source books for it. However, I have found that D & D campaigns tend to be very combat focused. For an experience that allows you to most easily create and experience interactive stories, I recommend the FATE system by Evil Hat Productions.