Ghost Stories

Rambly, speculative, Sunday night blog post.

Every interactive story is haunted by the ghosts of those choices not taken: and also, by every choice previously taken. Here's an academic sort of take on this and here's an enthusiastic one.

This often means you've replayed the story, but it can also mean you've spoken to someone else who's played through, read an anecdote or a wiki, or seen a content glitch give you extra information.

This produces some powerful effects, because you can know what might have happened in the halo of alternate playthroughs - but this is a semi-accidental product of treating it like a real story.

So what kind of effects could we base deliberately on this kind of multiple, penumbral experience? A few sketches.

Information that only makes sense in aggregate: This is a very transmedia sort of thing. We see the Red Constable paint his lodgings in pigs' blood, but we don't find out why unless we take a different route through his story - one that omits the pigs' blood ending. There's no way to fnd out what's 'really' going on without sharing informatin.

Repetition as a sort of tone poem. A deliberate effect created through repetition: a mood or effect that doesn't work until you've seen the Stolen River rise three times and enjoyed the cumulative effect.

Feedback story-tailoring. The simplest example of this is the visual novel with endings that are locked off until you've unlocked other endings.

Metagrandfather Clock feedback. If characters make a point of different lines each time you go through, to show you different facets or alternatively a distinct story, that could be fun. Or unsettling. Oddly enough, GTA IV does something like this, with the repeated mission briefings.

Something I've always liked. In Somoza's The Athenian Murders, there's an (entirely fictional) device called eidesis, which relies on embedding a message through events in the story that make no sense to, and are ignored by, the story's characters: events the reader can nevertheless assemble a secondary story from. (Ice-Pick Lodge's notorious Pathologic does something similar.) I don't know exactly how this would work. References to a red glow in the street, and a stench of burning, in three dozen unrelated choices. It becomes apparent eventually that there's an erupting volcano presented through eidesis, invisible except to multiple play-throughs. This is a special case of information that only makes sense in aggregate. I keep thinking there must be something else cooler to do with it.

Our endgame strategy. One of the things that got me thinking in these directions. I can't say too much about that yet, of course...

Other thoughts? Which ghosts should walk?

 

 

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Comments (6) -

Little The
Little The
8/8/2011 5:09:26 AM Permalink

Another interesting post. I didn't know about some of these. I am interested to see how you will integrate these into the narrative.

And ooh, you know about Pathologic? I think it's a fascinating game, and a good example of the type of storytelling that can only be done through an interactive medium. I'm playing through it currently. It is certainly quite...unique. I must say I enjoyed The Void better, though that is to be expected, since Pathologic is not really meant to be enjoyed.

JackShandy
JackShandy
8/8/2011 9:56:01 AM Permalink

This has always really interested me. Have you ever tried air pressure? Slight spoilers, but the main story is secretly a metaphor, something that only becomes obvious as you see different endings.

Jon Ingold
Jon Ingold
8/8/2011 4:57:49 PM Permalink


I think there's a difference between interactive stories which offer varying aspects, and those which offer alternative versions.

Replay in the first kind can be awesome - you can have some great twists when by reaching the end of one aspect, you go back, restart and read the same text in a new context (and there are plenty of IF games that pull this trick - Adam Cadre's 9:05 is the classic.)

Replay in the second kind - exploring the other routes - is a bit of weirder idea. Suddenly there's no "true" version, not even the one that was true because it was the one you played. And I think then there's suddenly a real risk of the player seeing the wires and starting to treat the game as box of buttons and not a world. (Players start to lawnmower the content, which is an out-of-metaphor thing to do.)

But that's okay, because then you level up: put in a "true" version that you can only get to once you've played and understood the false versions. Like the eidesis concept, but make it a puzzle - and one the player can solve when they can prove they understand.

You could even stack these games, so the player understanding of one section takes to a new place of mysteries... (which is what I tried to do with Make It Good, and the end result is a Very Difficult Game.)



Vael Victus
Vael Victus
8/9/2011 7:28:48 AM Permalink

"I can't say too much about that yet, of course..."

Ach! You tease.

I'm not sure how surprised I am that you played Pathologic. Have you played The Path or The Void? I'd love to see a post on FBG's most recommended narrative gaming. :}

digitalflaneur
digitalflaneur
8/26/2011 2:52:54 AM Permalink

Ohh. This brings to mind all sorts of intriguing issues. An immediate question that arises regarding the information-that-makes-sense-in-aggragate one is whether or not you want the information obtained in certain playthroughs to be relevant to other playthroughs, somehow. I mean, presumably, people ARE going to replay the game to see new outcomes: there must be some way to exploit that, perhaps in the 'repetition' way you mentioned.

I'm especially intrigued by how these "ghost stories" could influence character development-- for instance, when it comes to a character epiphany, or a revelation about a character. It seems to me that although the idea of exploring a character's might-have-beens is quite appealing, the *execution* of that has unique opportunities to become hamfisted-- I think we like to consider such things the inevitable, fated result of the plot and individuality of the character, and as such, making each branch an equally convincing direction for the character to take would be difficult to accomplish.

One way to solve that is just handing over the reins to the player entirely; EB does that with its "reflective choices," and it's effective. Which was not something I anticipated-- I thought the *surprise* or feeling of inevitable culmination in epiphanies or revelations was essential for a long time, but in the context of a character completely under my control, choosing a motivation was satisfying (because I could decide on the most appropriate choice for my character, so that sense of fate was still present). But EB's point isn't really character development so I'm not sure how it would work in something more focused on that.

Schadrach
Schadrach
8/26/2011 5:08:04 PM Permalink

I'm a bit late to the party, but:

"But that's okay, because then you level up: put in a "true" version that you can only get to once you've played and understood the false versions. Like the eidesis concept, but make it a puzzle - and one the player can solve when they can prove they understand. "

This was more or less the concept behind 9 Hours, 9 Persons, 9 Doors.  

*spoiler alert in case anyone hasn't already played through it*

There's a revelation near the end where you learn that the entire game has been from the PoV of someone in the past viewing every possible version of the scenario through Junpei, trying to obtain a version of events that will lead to said person not dying, but instead having to create the second game in the first place.  Strictly speaking, all the other endings never happened, but needed to happen anyways so information about events could end up in Junpei's mind without Junpei having any possibility to logically know it.

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