Thoughts on First Draft of the Revolution
(First Draft of the Revolution was co-authored by Emily Short and Liza Daly; Short did the design and writing while Daly did the programming. All quotes were taken from her artist statement.)
First Draft of the Revolution is an epistolary choice-based narrative, released as an e-book. The reader interacts with the work by editing letters sent by four different characters to each other. In a given letter, there are passages that must be changed and passages the character is considering rewriting; the reader chooses which tone to take when revising a passage and how much editing to do once the minimum alterations have been made. The story will always play out in exactly the same way, since First Draft does not keep track of the reader’s decisions. No matter how gentle or forceful one letter is, there will be the exact same set of options for how to compose the reply.
Short stated that First Draft isn’t intended to be about “defin[ing] or chang[ing]” the letter-writers, but rather about exploring their personalities. To me, however, what characters do and what they choose to write determines who they are. The version of Henri who scolds Juliette for complaining about her banishment and the version of him who tries to empathize with her are two different, albeit similar, characters. For the reader’s interaction with First Draft to be meaningful, these differences of character should add up to create a difference in the story.
To an extent, First Draft does allow players to change the final version of the narrative. The reader, in editing both sides of the correspondence between Juliette and Henri, shapes their relationship. But if the reader’s idea of the characters strays too far from Short’s idea of them, the ending no longer seems to follow from their personalities. For the first half of the story, I was imagining Juliette as more rebellious, even sympathetic to the revolutionaries’ cause. As a result, it came as something of a shock when Juliette suddenly took the side of her husband and the aristocracy.
The realization that my choices hadn’t mattered made me question why I’d taken the time to weigh the different options. If the story is completely linear, why give readers the ability to alter the final versions of the letters at all? Readers won’t all see the exact same text, and they’ll create the final, complete versions of each letter, but their choices won’t create differences later in the story. Short said she intentionally made First Draft more linear so as not to “distract the player from focusing on the thematic issues that [she] wanted to explore.” By not making the reader choose whether to have Juliette take Henri’s side or the friar’s, however, they aren’t required to consider “the tension between Juliette and her husband [and] the moral dimension of the aristocracy and its magic-using” at all.
Speaking more generally, players like to know that the game they’re interacting with values their input. Even a simple character customization choice, like selecting a name for the PC, is effective, especially if it shows up again significantly later. Every time the PC’s name shows up, the player knows that the game paid enough attention to their input to remember it. Of course it’s just a variable being stored by a program, but there’s an implicit personification of interactive fiction games. The customization of the player’s experience, in contrast to traditional, non-interactive media, recalls being told a story in person, with the opportunity to exert some control over the narrative. Counterfeit Monkey is probably the single best example of a game that takes all of the player’s choices into account: there are numerous ways to solve the puzzles in the game and hundreds of objects the player can create, each with its own description. Many of them have nothing to do with the main plot, but the fact that the player can create them anyway makes playing it such a memorable experience.
First Draft was an interesting experiment in conveying characters’ personalities through how they write, and while it’s one that I think fundamentally cannot succeed without making the plot less linear, First Draft is still a compelling, skillfully-written story set in a splendid world.
Next up is Pageant, inspired by Emily Short’s Bee.
As an aside, Short mentioned in her artist statement another work set in the same world. Does anyone know if this work was ever published?