Three Problems for Interactive Storytellers

By Ernest Adams. Gamasutra. December 29, 1999. Last month's column on adventure games brought such a strong response, I thought I'd discuss an important.
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Three Problems for Interactive Storytellers By Ernest Adams Gamasutra December 29, 1999

Last month's column on adventure games brought such a strong response, I thought I'd discuss an important related issue while I still have everyone's attention. Interactive storytelling has been a subject of hot debate since computer games were first created. Many of the early game developers were programmers with no experience at writing fiction, so there was a real shortage of talent at creating things like character and pacing and plot. Since then professional writers have entered the industry, and the quality of our storytelling has improved somewhat. Despite that, however, there's still a larger philosophical question looming over the subject: "What does it mean to say that a story is interactive?" It's a question that remains unanswered. You could argue that no answer is needed - adventure games tell stories, and they are interactive; therefore they constitute interactive storytelling, and no further discussion is required. The problem is that most adventure games tell rather poor stories. We've never yet seen an adventure game that was the caliber of works by Dickens or de Maupassant. I believe that interactive storytelling suffers from three very serious problems, and they're clearly visible in adventure games today. The Problem of Amnesia

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