After playing video games for most of my life I have come to realize that the best games tend to either have tons of story and little interactivity or tons of interactivity and little story. Mateas’ and Stern’s theory of Interactivity and Narrative is extremely useful because it sheds insight on the difficult problem of integration of the two and went out to try and create the perfect game, one of pure interactive fiction. But if you have ever played Facade you realize it’s not a game you really want to play for the shear fact that it is rather dull. So does making the perfect interactive narrative mean giving up on action, I really don’t believe so, but to make the perfect game of story and play sacrifices may need to be made.
Currently games are made to weave the story into the game by having cut scenes that are more and more looking alike, for example, take the newest installment of the Tomb Raider series, Lara Croft in the cut scenes looks the same as Lara Croft in the playable scenes, there are movie scenes that require you to press certain button combinations in order for her to basically not die, and the movies and action all take place in the same area even if it’s a slightly different angle when in movie scene. Sadly though there is still not full story mode while continuously playing, It always seems separated as if there are two games you are playing, one for the action and interactivity and one for the narrative and movies. They are a lot more smoothed over than they used to be but they are still there.
In order for Mateas and Stern to understand narrative they used Aristotelian Drama as their basis. Those unfamiliar with this school of thought may be interested to know that it basically boils down to action, character, thought, language, pattern, and enactment. As Mateas and Stern state:
In drama, the formal cause is the authorial view of the play. The author has constructed a plot that attempts to explicate some theme. The characters required in the play are determined by the plot; the plot is the formal cause of the characters. The characters’ thought processes are determined by the kinds of characters they are. The language spoken by the characters is determined by their thought. The patterns (song) present in the play are determined, to a large extent, by the characters’ language (more generally, their actions). The spectacle, the sensory display presented to the audience, is determined by the patterns enacted by the characters.
This is the basic form of drama and can be used by most writers to create exciting environments that keep the audience entranced, for instance Harry Potter. Harry was created by the plot because the plot specifically created him, meaning Voldemort heard the prophecy, found the boy, and tried to kill him, which in the end created his own doom in Harry Potter. The plot itself was the Prophecy that echoed throughout the book series.
The writers went further when describing how to make it interactive by saying:
The characters in an interactive drama should be rich enough that the player can infer a consistent model of the characters’ thought. If the characters’ thought can be understood (e.g. goals, motivations, desires), then this thought becomes a material resource for player action. By reasoning about the other characters’ thoughts, the player can take actions to influence these characters, either to change their thoughts, or actively help or hinder them in their goals and plans.
Meaning make the character as interactive as possible and make them understand almost anything you say. Consider Skyrim where you can go up to every NPC and tell them anything you want and they react accordingly and not to a simple few responses. You say something weird, they look at you weirdly, you say something that is inspiring they are inspired, you say something moody and they get the tone and mood from you.
The culmination of this Interactive Narrative that the writers wanted to create came out to be Facade, a video game that is true interactive fiction but almost in it’s dullest sense. It starts off as you being invited to you friends house and talking to them to basically find out what is going on with them and their issues. Specifically it is a play that has you as the star and interacting with the actors in a video game format. There is no real action as most real agency has been taken away in order to provide immersion. And sadly once more we are back to the start where the game has little activity and tons of story.
If the writers are right that we can combine interactivity and narrative to form a perfect game, as I think they are, then we need to reassess the assumption that they are going about it in the wrong way. If they want true interactivity and narrative you need the world itself to be filled with real people, much like WoW or other online games, but once you have them there you give them the ability to create anything they want, or at least within reason that the world provides. For example, the ability to create your own store and sell merchandise to people, create your own weapons, or set up quests to find ancient weapons to sell in your store or to recreate. Within this world Time needs to be constant so if a person goes offline then their character goes NPC. They can set up what things they want their character to say for certain things and the activities they want them to do while away, not like going to dungeons and fighting monsters, but daily chores that real worlds actually have. And then to top all of that off have quests that are story driven but that not all can accomplish, meaning have NPCs that are maybe controlled by actors/developers of the game that will give out limited or single quests for certain people, because not everyone can be the hero and not everyone can get the same chest in the dungeon of deadly spiders. These are just a few things that you can do to make the world feel more alive and once the world feels alive, with real people, real interaction with that world will happen.