Welcome to the first entry in my blog series about my journey as a novice Interactive Fiction (IF) writer. With a background in game design and experience as a tabletop RPG Dungeon Master, I've always been intrigued by the unique storytelling potential of IF, particularly the concept of agency.
The Novel vs. The Game vs. The IF
In traditional novels, a significant amount of time is devoted to fleshing out the protagonist's motivations, backstory, and personality. This groundwork is essential for readers to understand and empathize with the characters' actions. In contrast, video games focus extensively on creating immersive scenes, allowing players to visualize and interact with the story's setting and characters without relying on the player's imagination.
Interactive Fiction, however, operates on a different level.
The medium doesn't necessarily require extensive character backstories or immersive graphical environments. Instead, IF thrives on the absence of these elements, offering unique storytelling opportunities through what is arguably the most powerful tool in gaming: Agency.
Using Agency as a Storytelling Tool
Interestingly, restricting agency can be an effective narrative technique. This approach works best when a certain level of agency has already been established. By gradually limiting choices or disabling options, you can effectively convey feelings of powerlessness or helplessness. This method creates tension and elicits emotional responses from the player.
For example, imagine wanting to portray a character grappling with depression or a lack of motivation. Present the player with multiple positive actions that the character knows they should undertake, but can't bring themselves to do. You might present options like:
Except, some of these options are grayed out, unavailable. This subtle storytelling device powerfully conveys the character's emotional state without explicitly stating it. It allows players to project their own experiences and interpretations onto the character, creating a more personalized and immersive narrative.
Agency: Not Just a Novel with Choices
It's crucial to remember that IF is not simply a novel with added choices. Approaching it as such can lead to a narrative that feels like herding cats, trying to manage unwieldy choice permutations, or, worse, neglecting the essence of player agency. IF requires a unique balance, a careful orchestration of choices that both guide the narrative and allow for meaningful player interaction.
In summary, understanding and effectively utilizing agency can transform your IF into an engaging, emotionally resonant experience. It's about offering choices that matter, that shape the narrative and reflect the player's influence on the story world. So, embrace the power of agency and see where it can take your storytelling in the realm of Interactive Fiction.