Towards a Theoretical Framework for Interactive
Digital Narrative
Hartmut Koenitz,
Georgia Institute of Technology, School of Literature, Communication and Culture,
686 Cherry St., Atlanta, Georgia 30332
[email protected]
Abstract. The emerging artistic practice of interactive narrative in digital media
marks a profound departure from traditional narrative. The application of
traditional narrative theory for interactive narrative is problematic, since the
affordances of digital media challenge many underlying assumptions of theories
related to non-digital media. This paper proposes a theoretical framework for
interactive storytelling, which addresses these concerns by foregrounding
system (the digital artifact) and process (the user interacting with the system)
over the product-centered view of legacy media. On this basis, protostory,
narrative design, and narrative vectors are proposed as new terms to more
adequately describe the structure of narrative in interactive digital storytelling.
This move is also relevant for practical design given the influence theoretical
concepts have on concrete implementations.
Keywords: Interactive Storytelling Theory, Interactive Narrative, Digital
Media, Story, Plot, Legacy Media, Instantiation, Protostory, Narrative Design,
Narrative Vectors.
1 Introduction
Interactive digital narrative (IDN) in its many incarnations as interactive drama (e.g.
Façade [1]), hyperfiction literature (e.g. Afternoon [2]), interactive fiction (IF) (e.g.
Zork [3]) and other variants such as interactive cinema (e.g. A City in Transition: New
Orleans 1983-86 [4]) and narrative games (e.g. The Last Express [5]), heralds not
only a change in the technology of representation, and in the opportunities for artistic
expression, but also a challenge to existing concepts in narrative theory, such as the
role of the author and the concept of a single unified plot. So far, these challenges
have been approached by modifications to established theories. A first milestone was
set by Brenda Laurel’s re-working of Aristotle’s Poetics [6] based on an
understanding of digital interactive narrative as similar to the stage play [7, 8].
Laurel’s theoretical approach was used as the basis for practical experiments by
Carnegie Mellon’s OZ group under Joseph Bates [9], which eventually led to the first
fully realized interactive drama, Mateas’ and Stern’s Façade [1] Similarly, a poststructuralist perspective articulated by Jacques Derrida, Michel Foucault, Roland
Barthes, Umberto Eco, and Jean Baudrillard led to the development of the Storyspace
platform and to the creation of hyperfiction works like Michael Joyce's Afternoon [2]
and Shelley Jackson’s Patchwork Girl [10]. A third approach has drawn on nonliterary and non-western concepts of narrative – for example African aboriginal or
diasporic oral narrative traditions – as a theoretical basis of IDN. Pamela Jennings’
work The book of ruins and desire [11] and Fox Harrell’s GRIOT system [12]
implement this approach. Finally, an approach based on narratology as devised by
Barthes and Claude Bremond and further developed by Prince, Genette, Chapman and
others is proposed by Nick Montfort [13] for IF and by Marie-Laure Ryan [14, 15] as
a general model for IDN.
To start with any established theory of narrative has clear advantages. Terms,
categories, and methods of analysis already well understood can be used to analyze
and describe phenomena in interactive digital narrative. On the other hand, analyzing
IDN within the frameworks of theories created to describe narrative in traditional
media carries the danger of misunderstanding or underestimating the nature of the
change. For example, once we understand IDN to be similar to the ancient Greek
stage play we can become entrapped in this analogy and overly wedded to the
framework of Aristotle’s Poetics. Consequently, aspects that do not fit that particular
frame of reference (for example digital media’s capacity for an encyclopedic
treatment of a given topic vs. Aristotle’s notion of a complete action that only
includes necessary elements) might be misunderstood as minor or even excluded
altogether, thus limiting our ability to fully capture the potential of IDN. To overcome
these limitations I propose a more adequate framework as a step towards a fully
developed theory of IDN.
2 An Initial Approach Towards IDN
The analysis in this paper is guided by a framework provided by earlier and
contemporary work in the understanding of computers as digital media [8], the
affordances and phenomenological qualities of digital media [16] and aspects of the
experience and the design of IDN [16, 17] and narrative [18]. This approach takes
narrative as a cognitive structure that can be evoked in different ways. It also
understands digital media as separate and distinct from legacy media such as the
printed page, film, or electronic media. Additionally, digital media is understood to
have specific affordances, which consequently make IDN a form of expression that
tightly integrates interactivity and narrative.
Janet Murray’s descriptive framework starts with her understanding of a
computer’s ability to “execute a set of rules” [16] and to be an engine that runs
instructions as the procedural affordance. The participatory affordance captures the
computer’s ability to react to user input, and respond in a predictable manner. The
spatial affordance denotes the ability of computers to represent space and allow a user
to traverse this representation on the computer. The encyclopedic affordance is
Murray’s term for the computer’s ability to handle and present huge amounts of data.
Murray then defines the phenomenological categories of agency, immersion, and
transformation to constitute the aesthetics of digital media. She sees agency as the
experience a user gains by “making something happen in a dynamically responsive
world” [17] if the digital artifact reacts in a coherent and predictable manner.
Immersion is the ability of a digital artifact to hold our interest, and minimize
distraction by offering an “expansive, detailed, and complete” [17] experience.
Unlike Ryan and some game theorists, Murray sees no conflict between
“interactivity” and “immersion” or interactivity and narrative. Computer-based
narrative is created by exploiting the affordances of the digital medium, and is
reinforced by participation, so that the interactor experiences agency that is based on
arousing and rewarding narrative expectations, and the active creation of belief in the
story world. From this perspective the compound term “interactive narrative” is
perhaps misleading, since it can be misunderstood in a way that takes interactivity as
an “added feature” for narrative. On the contrary, the perspective taken here
understands interactivity and narrativity as inseparable, mutually reinforcing aspects
of the emerging expressive form of IDN.
David Herman [18] augments narrative theory with additional aspects drawn from
cognitive science. Overall Herman describes narrative as a cognitive structure that can
result from different coding strategies and forms, a position echoed by Marie-Laure
Ryan [15]. In this vein, Herman defines narrative as a “forgiving, flexible cognitive
frame for constructing, communicating, and reconstructing mentally projected
worlds.” [18] This definition de-couples narrative from specific forms or media and
opens up the space for experiments IDN. It also removes the requirement for specific
roles of narrator and narratee and is therefore compatible with Murray’s framework of
affordances. Consequently, Herman’s definition serves to define narrative in my
approach towards a theoretical framework for IDN.
3 Towards a Theory of IDN
The starting point for a specific theory of IDN is a change of perspective. Instead of
understanding IDN to be similar to narrative in legacy media, interactive digital
narrative is taken as dissimilar. Both the material basis in digital media and the
conceptual backdrop of IDN as a participatory transformational experience merit this
change. This stance does not represent a departure from earlier approaches but rather
a radical continuation based on more than two decades of theoretical and practical
research.
In this fashion, Nick Montfort’s distinction between an IF work and an ordinary
narrative is especially productive: “A work of IF is not itself a narrative, it is an
interactive computer program” [19]. However, he still considers narratology a useful
framework for the analysis of IF works:
An IF work is always related to story and narrative, since these terms are
used together in narratology, even if a particular work does not have a ‘story’
in this ordinary sense. [13]
What is embedded in his observation is a distinction between the material artifact
as a computer program and its output as a particular instantiation. This distinction is
true for IF and other kinds of IDN. Another important aspect of IDN is in the relation
between theses two categories. IDN assumes interaction and thus a participatory
process in which a participant engages with the computer program to produce the
output.
The product of an IDN work – a recording of a single “walkthrough” - might be
understood as a narrative in a more traditional sense and could be analyzed with the
tools and methods of classical narratology. However, the same theoretical framework
does not account for the digital interactive system that enables the production of the
narrative in the first place.
A crucial step towards an adequate theory of Interactive Digital Narrative is to
understand IDN works as comprised of system, process, and product (see Fig. 1).
Fig. 1. High-level view of IDN.
This model of IDN is inspired by Roy Ascott’s theory of cybernetic art [20]. Ascott
advises artists to look at the scientific discipline of cybernetics, the study of “control
and communication in the animal and the machine” [21], and create art inspired by
cybernetics’ concern with the behavior and regulation of environments, and with
organizational structures. Espen Aarseth must be credited with the introduction of
cybernetics to IDN. He derives his term Cybertext explicitly from cybernetics and
describes the “cybertextual process” [22] in which a user affects the narrative in a
cybernetic feedback loop. Ascott’s definition, however, provides a better basis for a
theory of IDN, as he improves upon Wiener’s mechanistic concept by merging it with
artistic sensibility. His “cybernetic art matrix” [23] proposes a tight integration
between art and the computer and foreshadows the importance of interaction for
digital media. Furthermore, Ascott understands cybernetic art to represent a change in
the artistic focus from product to process and from structure to systems, which will
turn the “observer” into a “participant” [24].
Ascott’s vocabulary therefore can be used productively for the definition of a
framework for IDN. I propose system as a term to describe the digital artifact, as it
exists on a digital storage medium combined with the hardware on which the artifact
is executed. This includes the executable programming code and assets - digital
representations of pictures, movie clips, sounds, and text, as well as network links to
more assets on a local network or the Internet. Additionally, it also includes the
connected hardware – keyboards, mice, displays, and other hardware (eg. sensors)
used in a digital installation. The system contains “potential narratives”, a term
Montfort derives from the Oulipo group’s notion of “potential literature” [see 19].
Once a user starts to engage with the system, a process is created. The actions of
the user as interactor, and the opportunities provided by the system define and shape
the process. The resulting product of IDN represents an instantiated narrative.1
Instantiation here describes the quality of IDN to produce very different results or
narrative products from the same source (the system) through a participatory process.
Each single instantiated “walkthrough” could be recorded and may be analyzed in
terms of traditional narratology, as a linear narrative. While any single product is an
integral element of any IDN, it is important to realize that it represents only one
particular instantiation that can and will change as soon as the process changes. In
terms of theoretical analysis the product alone is therefore severely limited as a
representation of an IDN work. A full analysis of any IDN needs to include an
examination of process and system.
From this perspective, theoretical approaches based on theories for legacy
narratives are problematic since they foreground the analysis of the product of IDN. A
potential criticism of this view is the argument that IDN’s process represents the
equivalent of the cognitive process of understanding literature and other narratives as
described by the reader-response theory [26] and contemporary cognitive narratology
[18]. The model proposed here does indeed take the creation of meaning of a narrative
in the mind of a recipient as an active process. However, potential narratives in IDN
provide an additional mental plane for the participant. Not only does the participant
create a mental model of the emergent story, she also speculates about the
consequences of her own actions for the narrative, assesses her level of control, and as
a result formulates and executes strategies of interaction. This additional plane of
consideration and control is an important factor that distinguishes IDN from legacy
non-interactive forms such as the novel, or the movie. While this plane does also exist
in participatory theater, improvisational performances, story games, and “choose your
own adventure” books, these non-digital interactive forms differ from IDN in their
material basis in legacy media, and consequently do not share the same affordances as
digital media.
As a result, IDN can now be defined more clearly as an expressive narrative form
in digital media realized in a system containing potential narratives and experienced
through a process that results in products that represent instantiated narratives.
1
Noah Wardrip-Fruin [25] shares the concern for process, which he distinguishes from
“output.“ He describes the aesthetics of “expressive processes” and foregrounds the
evaluation of a work based on these aesthetics.
3.1 Protostory, Narrative Design, and Narrative Vectors
Given the flexible and malleable quality of IDN afforded by procedurality and
participation, neither story nor plot/discourse can adequately describe an IDN work,
as the fixed story (or “content plane of narrative” in Prince’s terms) of legacy media
gives way to a space containing potential narratives. At the same time, plot/discourse
as the fixed material manifestation gives way to a flexible presentation of narratives
while they are being realized. Additionally, a neat distinction between the two
categories is no longer possible, since the IDN system contains and encodes aspects of
story and discourse by supplying both content and structures of the concrete
expression. These aspects need to be reflected in terminology that intends to
adequately describe IDN.
I propose the term protostory to describe the concrete content of an IDN system as
a space of potential narratives. Any realized narrative experience is related to the
respective protostory through a process of instantiation. The term protostory shares
the aspect of a malleable formation with the concept of prototype-based programming
(sometimes also called instance-based programming). In this variant, not only the
content (as with classes), but also the behavior and structures (called prototypes) itself
can be changed at runtime [27]
This model more adequately describes the flexible relationship between an IDN
system and a particular realized narrative and clearly distinguishes it from any kind of
mechanical reproduction that produces the same copy every time. The protostory then
is a prototype, or a procedural blueprint, that describes the space of potential narrative
experiences contained in one IDN system. However, protostory is more than just a
computer program, as the term encompasses not only the concrete programming code
and interactive interfaces, but also the artistic intent that enables a participatory
process of instantiation that results in the realization of potential narratives.
The concept of plot as separate from protostory is problematic given the compound
nature of potential narratives, which contain both structure and content. Instead, I
propose narrative design 2 to describe the structure within a protostory that contains
and enables a flexible presentation of a narrative. This includes the segmentation and
the sequencing of elements and the connections between them. Additionally, the
procedural logic applied in the presentation of elements is part of the narrative design
(see Fig 2).
2
In contrast, Mateas uses the same term to describe narrative segmentation [see 1].
Fig. 2. Protostory and Narrative Design in an IDN System.
The term narrative vectors describe sub-structures in a narrative design that
provide a specific direction for the narrative. Narrative vectors work not as isolated
structures, but rather in connection to the preceding and the following parts of the
narrative. The purpose of such structures is to convey important aspects to the
interactor, to prevent an interactor from getting lost and to help to retain a level of
authorial control. For example in an IDN murder mystery, a narrative vector could be
the occurrence of a murder or the disappearance of an important victim, and also a
breakdown of the interactor’s car that prevents her from leaving the crime scene
before all clues are gathered. Narrative vectors are roughly functional equivalents to
the term plot points in legacy media [see 28]. The term plot point has been used to
describe positions within a story that are created by the author in order to propel the
narrative experience forward.
As a next step I will test this new terminology by applying it to two disparate
examples.
3.2 Examples: Afternoon and Façade
In Michael Joyce’s Afternoon, the protostory is the space of all lexias and hyperlinks
together with the possible paths an interactor can take and the author’s artistic intend
to let the interactor experience a fragmented narrative of a psychotic state. An
interactor instantiates a particular realized narrative by reading lexias and following
hyperlinks. The narrative design in Afternoon describes the segmentation of lexias as
well as the hyperlinks connecting them and the guard fields that generate conditional
links. Narrative vectors in Afternoon are combinations of lexias and links that are
designed to create specific experiences, for example the re-visiting of a particular
lexia after the interactor has gathered additional knowledge (see Fig. 3).
Fig. 3. Protostory, narrative design, and narrative vectors in Afternoon.
Mateas’ and Stern’s work Façade [1] applies sophisticated artificial intelligence to
create a richly varied range of narrative possibilities. The protostory in Façade is the
space of possible stories described by the contents of the beats (narrative units), the
drama manager’s restrictive rules and goals and the artist’s intent to let the interactor
experience a marriage falling apart and attempt to save it. By communicating with
Grace and Trip, the two other characters in Façade, and by moving within the space
of their apartment, an interactor instantiates a realized narrative, which could for
example lead to the couple breaking up or throwing the interactor out.
The narrative design in Façade is comprised of the different beats, the concept of a
story arc and pre-authored goals. Narrative vectors are formed by the drama manager
component as a result of the interactor’s input and by consulting pre-authored goals as
well as distinct phases in the story arc. Narrative vectors (see Fig. 4) in Façade
determine if an interactor is kicked out or if she reaches the therapy part in which
Grace and Trip are able to rescue their marriage.
Fig. 4. Protostory, narrative design, and narrative vectors in Façade.
Understanding the two works in this way also facilitates the exploration of
questions about the content of an IDN work outside of the narrative design, which so
far has been mostly overlooked. For Afternoon, the aesthetics and participatory
possibilities provided by the Storyspace authoring system and its playback component
can be analyzed as environment definitions and settings. Similarly, for Façade, the
virtual space of the couple’s apartment and the possibilities afforded by the physics
engine become an integral part of the examination of the protostory as aspects of the
environment and allow a more complete understanding of the work.
For both examples, the narrative design is seen as a complete structure comprised
of narrative vectors, which enables a classification independently of legacy story
structures – Afternoon no longer has to be understood as rhizomic and Façade can be
classified independently of legacy dramatic structures. Additionally, narrative vectors
comprised of lexias and links or the combination of the drama manager and specific
beats allow us to examine the particular narrative strategies of Afternoon and Façade.
4 Conclusion
The addition of protostory, narrative design, and narrative vectors to the theoretical
vocabulary of IDN, together with the understanding of IDN as comprised of system,
process, and product creates a rich descriptive framework for IDN that forms the
beginning of a more fully developed theory. The brief analysis presented here of realworld artifacts in the form of two examples (Afternoon and Façade) is an early
testimony to the applicability of this framework to diverse works within the IDN
spectrum. The inclusion of environment, assets, and settings as integral parts of the
examination of digital artifacts enables a more complete understanding of IDN works,
while narrative design and narrative vectors allow an understanding of narrative
structures beyond legacy notions of story structure and dramatic arc.
Further work in this area should analyze the primitives and the segmentation of
protostories and create a taxonomy of narrative designs to identify forms and genres.
Process should receive additional focus, to arrive at an analysis that enhances the
understanding of the interactor’s mental processes while experiencing IDN works.
This analysis should also examine the relationship between computational and mental
processes in more detail.
In practical terms, the clear departure from legacy narrative opens up a space for
bold experiments in IDN that do not need traditional narratives as a yardstick to
measure against. The theoretical framework proposed here changes the focus of
evaluation: not in computational complexity, not in “discourse” or language/images in
which a story is told; but in complexity and coherence of protostory, the aesthetics of
narrative design, and the richness of narrative vectors as creating expectation and
occasions for dramatic agency.
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