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Re: Thoughts Collected | |
Posted By: thebruce0 <g.may@thebruce.net> | Date: 6/21/12 2:28 p.m. |
In Response To: Thoughts Collected (Cody Miller) Once again, your whole premise relies solely on the limited definition of STORYTELLING as a single, linear, static narrative written by the author. If you don't have that, you say it's not "storytelling". Yet cryptically you still say it's "interactive storytelling". Semantics. STORYTELLING can be interactive or not. What you are describing is non-interactive storytelling. Games tell stories. They are interactive stories. You don't seem to want the creators of those games and/or interactive stories to claim the label "storytellers" because you say the players now create the story, and it's out of the hands of the designers. They are storytellers. They tell interactive stories (those words aren't mutually exclusive; one is a subset of the other). The designers form the world and its rules in which a story can be formed by the player, to whatever degree (relatively linear or completely open). They provide boundaries in which choices (meaningful or not) can be made, and provide anywhere from a single storyline progression (with "non-meaningful choices" which don't alter the ultimate narrative) to an unlimited set of choices that form a unique story per any individual depending on the choices they make (which, I don't think anyone will disagree, is from the designer standpoint far from "telling a story", but more accurately providing a dynamic world in which a unique story/experience can be formed by the player). There's this grey area between the two that you entirely dismiss, by definition at least - even if you do agree that people can certainly enjoy whatever experience they get. But, "IT'S NOT STORYTELLING" is a statement that will get you nowhere, except long drawn out debates like in this forum. Games that allow a player to interact with the story do not and by definition cannot offer linear non-interactive narrative stories as written by a storyteller. Of course! Games that allow a player to interact with the story DO offer an experience that is, to whatever degree, designed to progress either
Perhaps for your purposes, you'd prefer to refer to game designers as "story providers" instead of "storytellers". But a story is a story is a story. However you get from start to finish, and whoever "tells" it -
But yes, a player-created/dynamic/interactive story is very different from an author-created/linear/non-interactive story.
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