This is easily the most basic and understandable piece of writing I have seen on the topic of hypertext narratives. What J. Yellowlees Douglas has managed to do in this piece is clearly explain, point by point, what hypertext can do that print narratives cannot. (This is also the title of his piece.)
So, according to Douglas, what is an interactive narrative?
So, according to Douglas, what is an interactive narrative?
- "non-sequential writing with reader-controlled links"
- representatives of the most revolutionary form of hypertexts-as examples of hypertexts which most directly challenge our definitions of what the act of reading entail
What are some common characteristics of a an interactive narrative?
- most have no single beginning
- cannot be held
- often contains "places" or "paths" that the reader can choose from
In addition, according to Douglas, all interactive narratives must contain:
- interruptibility – participants should be able to trade roles during the interaction, as speakers do in conversation, and not simply take turns in occupying the more active or more passive roles in the interaction
- fine granularity – participants should not have to wait for the “end” of something to interact, with true interactivity being interruptible at the granularity level of a single word
- graceful degradation – participants can still continue the interaction without interruption
even if non sequiturs or unanswerable queries or requests enter into it - limited look-ahead – goals and outcomes in the interaction cannot be completely predetermined at the outset of the activity by either of the two parties, with the interaction created “on the fly,” or coming into being only at the moment gestures, words or actions are expressed
- an absence of a single, clear-cut default path or action – participants in the
interaction cannot have definite recourse to a single or “default” path, one available to them throughout the interaction without their having to make any active decisions for action - the impression of an infinite database – actors in an interaction need to be able to make
decisions and take action from a wide range of seemingly endless possibilities
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