“Great.. We passed the first Scene ! You’re alive ! we’re alive … That means…someone is reading our story. I succeeded with my hook!” Morte is excited and hover all over the place. He suddenly stops and yell at the ceiling. “Ha ha writer! What do you think? You can’t fool me so easily ! I’ve already spotted your schemes! Oh.. And let me guess … a 3 Act Story based on Aristotle structure, right ? Sooo predictable !”, Morte add with a triumphant grin. In the meantime, the young man starts to awake. His head hurt him so bad that his skull threaten to explode in any second. “Why? He moans. “Why did you this to me freakin’ skull. Morte stops and smile at him. A mischievous glint sparkles in his eyes. “Well, Technically I didn’t.. Nameless did. Besides…l it was for your own good… our own good I may add.” The young man now stands on his feet. He shakes his head. “But.. This is nonsense. You said I needed a goal! I had a goal; I just wanted to go home. “And you sti...
This article is my first attempt to explain the main differences between traditional storytelling and narrative (has seen in TV show, movies, novels) and interactive story telling especially in open world RPGs. There are plenty of essays and theories, but since I’m both writer and game designer, I’d like to share some of my thoughts on this subject. A quick introduction : Traditional storytelling vs Interactive Storytelling Traditional storytelling relies on keeping the reader or watcher hooked on the story. As a writer I know my classics. I abuse the 3 act Aristotle structure and all his siblings (Campbell's journey of the hero among them). In a novel or in a movie, a writer has a full control on the plot and on the way he tells it. Basically, he creates a flawed hero who craves for something (his goal), the author send him on a “dangerous” journey where he will have to fight, to strive and finally reach his goal (or not depending ...