So, I was catching up on some reviews being posted by various people on this site. I’m not going to call anyone out, but one of the reviewers actually posed a question that I feel deserves to be discussed further. And it probably has, many times, but lets do this again, for the benefit of new people. Posting links to old discussions is certainly on-topic, so feel free to point them out especially if they serve to further an opinion on the topic you want to express.
What actually IS the point of a long-form interactive fiction that has multiple paths and/or multiple endings that are mutually exclusive? (requiring a replay or at least a reload-from-somewhere-and-continue)
For me, I think this goes back to the concept of the Choose Your Own Adventure books. The entire point of that line of books was that the reader could experience a story that they had a hand in telling. If there are no meaningful choices in a CYOA book to choose from, then it’s just… uh… a book. If you can’t choose your own adventure, then you’re just choosing an adventure that the author planned all out for you to experience. Even if the details change along the way, you’re still just stuck experiencing a “slightly interactive” story.
So, ideally, a work of IF that is attempting to give agency to the reader must in fact have meaningful choices. It must have multiple paths. It must have multiple endings. Otherwise, you’re taking away all the storytelling agency from the player. The reader will only control minor interactions that pave the way for the author’s storytelling.
Realistically, in a CYOA book, the storytelling agency of the reader is quite limited. They aren’t actually writing the text. They can only pick from existing paths. But at least they can direct the story down one of the pre-told stories that they prefer against the other pre-told stories they didn’t prefer as much. With computer-based IF, so much more is possible for giving agency to the player / reader. Because with computers, you can actually incorporate choices or preferences of the reader into story elements that are more dynamic than is possible in a CYOA book.
Also, there’s the benefit of replay-ability, or re-reading, to see what else could have happened. How could this have been different? Like the 1985 comedy mystery movie Clue (based on the board game), it was interesting to see the multiple endings, just to find out how else it could have gone down.
If I enjoy a work of IF, I like to go back and replay it and see if I can get different endings or experience significantly different story paths. That adds value to shorter games, because the player gets a chance to continue playing the game. For free IF I suppose it doesn’t matter, but for commercial games it definitely matters, as “replay-value” is usually praised by reviewers and gamers.
I am not trying to knock or disparage works of IF that do not have the goal of giving any storytelling agency to the player. There are entire genres of IF that specifically take all agency away from the player for dramatic effect (such as Rameses). Some IF is just a series of puzzles to experience, interlaced with interesting scenery, dialogue, or events. Some IF is just a slightly non-linear story told in a way that pulls the reader into it by giving them choices that may matter but maybe don’t change the plot structure. Some IF are just freeform open exploration experiences that really don’t have much of a story at all, they’re just for exploring and enjoying. Some IF are clever toys, designed to amuse but not really tell stories at all, or at least, not traditional types of stories. And more. And all of those forms of IF are valid.
But of course, the CYOA multiple-path, multiple-ending type of IF is also valid, and hopefully, still being written by folks. Although it is certainly more work to make story arcs that possibly only x% of the players will ever see, that x% will probably really dig it. And completionists who just want to replay every path may enjoy it as well. I am using CYOA here to mean a form of story, not the multiple-choice input style. You could just as easily have a CYOA-style story using parser input.
Any thoughts or perhaps some good examples of CYOA-style games that have multiple paths and story endings available?
-virtuadept