E: This thread has lasted much longer than I would have guessed. Thanks to everyone who has posted. I joined this forum for conversations like this.
I’ve read the interactive storytelling article, and unless I misunderstand, it is more of a theoretical field of inquiry than a body of work. That is not bad. I like theory and theoretical things, but it is hard to evaluate a real thing next to a potential thing. It sounds like there are few showpieces at the moment.
My basic task as a critic is to read games as texts, i.e., cultural objects that can be interpreted, so the capacity for a text to generate itself is only as interesting as the text it can generate (for me, people should study whatever interests them). Still, it’s not like there wouldn’t be work in that field for humanists. Despite everyone’s best intentions, it seems that AI can evince cultural biases. After all, they reflect a culture’s idea of “intelligence,” and that has its own context, its own “master texts,” and so on. A computer, in all its innocence, would not be ashamed of its blind spots. For better and for worse.
From a humanities perspective, I would ask what the interactive storytelling (mostly) theoretical model can contribute to a discussion of IF. Since there seem to be shared elements. What is that conversation like? Game studies, new media studies, game design, and narratology (along with the computer science people I imagine doing interactive storytelling) are radically new fields (compared to English or even pop culture), and it is very reasonable to assume that there will be significant consolidations for good reasons (some ideas and terminologies are better than others) and bad (the economic and social realities of the academy). I try to be prudent when coining or using new specialized terminology.
I like the idea of looking at wrestling and asking how it is and isn’t interactive fiction. To me, this is the essence of radical critique. It is hard to arrive at new ideas without new lines of inquiry. It’s useful to consider what seemingly incompatible objects might be in conversation with one another. It’s not so different for someone from my background (humanities focus on IF of the sort eligible for IF Comp) to ask how The Excavation of Hob’s Barrow is IF. Or how Disco Elysium is IF. We have 40 years of saying “no” to that. So the willingness to chase down controversial or “obviously wrong” ideas is valuable to me.
Working with an intertextual model of influence, we can also ask questions like: “are there shared craft elements between wrestling and IF games?” There is, there must be, some sort of “script” encompassing a season of many matches. How is that made? That would be an interesting thing to chase down. I’m not sure that the exchanges between announcer and audience would be enough for interactive storytelling (we’d have to know things like: how often do audiences change the script? aren’t crowds far more predictable than people? and so forth), but the announcer certainly could be a fictional element to characterize and assess.
bonus: the story of Tay the AI chatterbot (RIP)