Interactive Storytelling
Cover Image

I strongly believe that we are on the verge of developing an exciting new kind of story form that will involve an audience as active participants. There have been several books on this topic of interactive fiction, most notably Janet's Murray's excellent "Hamlet On the Holodeck." Most of today's practical books present techniques from branching narrative to hypertext as paradigms for this new form. These ideas, and their cousins, have been tried time and again in the marketplace but have yet to achieve mainstream success. There are some very good, specific reasons for this lack of success, and those reasons can be found by going back to the basics of what stories and games are, and how they work.

Interactive Storytelling: Techniques for 21st Century Fiction, addresses the fundamentals of how and why successful games and stories work. It offers readers a practical understanding of both the structure of traditional stories and the structure of participatory gaming. This knowledge helps the reader see why and how today's models of interactive fiction succeed and fail, and provides a foundation for developing new storytelling art forms that harmoniously integrate interaction and narrative. The writing is conversational and friendly, but also specific and direct.

The book is not just for today's game designers and those still in school, but also for storytellers in media such as television and film. As these fields converge with computers, responsive narratives will become as popular and important as those traditional media are today. The book is also for general audiences who have interests in the interplay of technology and society, since stories and games are important social activities. Though my book is based on reasonable extrapolations of today's computer and communications technologies, it's not primarily a technology book. It's more about the structure of responsive narratives than the underlying technology that will support them.

The book is published by AK Peters. You can buy a copy at your local bookstore, or over at Amazon if you prefer.

Here's the Table of Contents:

Part I. Introduction
1. People, Stories, and Games

Part II: Story Structure
2. Character
3. Plot
4. Story Technique

Part III: Game Structure
5. Game Experience
6. Rules and Scoring
7. Gameplay

Part IV: Merging Stories and Games
8. Structures
9. Branching and Hypertext
10. Common Pitfalls
11. First Steps

Part V: Story Environments
12. Story Environments
13. Designing for Participation
14. Experiments

Bibliography
Index