Interactive Storytelling for Video Games Chapter 11: Fully Player-Driven Stories. Josiah Lebowitz Chris Klug. What is a fully player-driven story?.
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Rules of interactive govern what the player can and can’t do within the setting.
The rules of interaction between the player and doors could be as follows. When facing a door the player is able to knock on it, open it, and lock or unlock it. However, he can’t break it down, burn through it, or paint graffiti on it.
This is often the designer’s job, not the writer’s, but it’s important to keep the rules of interaction in mind when writing fully player-driven stories.
The more possible actions the player can take in any given situation, the more he’ll be able to experiment and shape the game to his own preferences.
Each possible action the player can take requires time and money to design, program, animate, and the like. It’s easy to add in too many actions and become overwhelmed.
List five games you’ve played which use fully player-driven stories.
Pick two games from your list. Do one or both of them have any sort of plot or backstory? If so, in what ways is it conveyed to the player?
Pick one of your two games and list the different activities available within the game. Make your list as comprehensive as you can.
Does your chosen game have any set goals or accomplishments? If so, make a list of what they are and how to achieve them. Do you feel that these goals are an enjoyable addition to the game? Why or why not?
Do you think you would have enjoyed the game more if it included a full main plot? In what ways do you feel that the addition of a main plot would have improved or detracted from the game?