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Ineractive storytelling...

Well I didnt get much from the linked site?...is it being updated?...hmm...as for the reading... Im stil a little unsure about some things... I get what the author is working toward... but it seems almost impossible to create a system or game that allows us to have complete control or at least the feeling of complete control and still have the freedom to hold a story... When i think about games like final fantasy, there is a pretty intersting tale, and i feel like im pretty involved in the process of moving through that tale...but i agree there is potential for greater character control of how a story unfolds...Maybe a game where there is a certain amount of "gold peices" released to a group of online players...and "tools"... and then the players manipulate tools and strategy to get the most gold (which remains a constant #) ....hmmm....im buggin out... i guess my point is that rather than have the game dicatate the characters... we have the characters dictate the game.... like poker...poker is always the same amount of cards.... same rules...yet no game is ever the same... each character's decision dictates the direction of the game.... now it would be a matter of getting a story in there...hahahah....they could be rabbits playing poker for carrots... and starving tribes of rabbits watch these poker games praying that there tribe brings home food.....

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Andy:

I also have the same confusion over the balance between story and player choice. Too much choice then doesn't it just imitate real life? I guess that's a little like the Sims which he cites as one of the best narrative games. I emailed Chris Crawford. They won't have a working narrative (game, whatever) for another six months. I'm having a problem imagining what it might be. My impression is that he's aiming at that balance between real life and a story, so that you will have choice within a set of parameters within a scenario (e.g. murder mystery), and that no game will ever be the same.

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