BY JORDAN GUY, CORALIE DAPICE AND RORY MCGUIR
Over the course of human civilization, stories have been a means to preserve our culture, entertain, and educate us. Stories are entirely dependent on the storyteller, the audience, and the story medium. As humanity has evolved, the ways in which we tell stories have adapted from it’s most fundamental and basic form, word of mouth, to mediums with more complexity such as print, film, and computer technologies. With each evolution of story mediums, comes a change in how the story is told and how the audience interacts with the story. As our technology has grown, many have explored the possibilities of more meaningful interactions with stories, where audience members can directly change the story in real time, causing the story to adapt to them, and effectively making them part of the story.
Today, video games are being explored as that medium, because they allow for audience members to control a character within the story and in some cases change it. The problem with video games however is that the story, or narrative, is too dependent on the interactions. This means that the narrative is there in service to the interactions, to drive the audience to beat the game, which can result in a less realized narrative. Even the critically acclaimed The Last of Us, which has a strong narrative, still relies on the audience member’s interaction to progress further.