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A Case Study in the Design of Interactive Narrative: The Subversion of the Interface

Author

Listed:
  • Jim Bizzocchi
  • Robert F. Woodbury

Abstract

There is a potential conflict in the design of interactive narratives. The exercise of interaction in digital environments, including games, may interfere with the experience of story. The article uses the interactive CDROMCEREMONYOFINNOCENCE as a case study in the resolution of this potential conflict. It frames the design of this interactive narrative as the reconciliation of two independent design domains: the design of narrative and interactive design. Narrative design seeks a state of immersive surrender to the work. In contrast, interaction privileges choice and its consequences according to the logic of the interactive world. CEREMONY OF INNOCENCE uses two tactics to overcome this disjuncture. The first is the broad infusion of narrative sensibilities in the detailed design of the work’s subsidiary craft (sound, graphics, moving images, and text). The second tactic is to suborn certain design specifics of the interactive interface to the goals of narrative design.

Suggested Citation

  • Jim Bizzocchi & Robert F. Woodbury, 2003. "A Case Study in the Design of Interactive Narrative: The Subversion of the Interface," Simulation & Gaming, , vol. 34(4), pages 550-568, December.
  • Handle: RePEc:sae:simgam:v:34:y:2003:i:4:p:550-568
    DOI: 10.1177/1046878103258204
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    References listed on IDEAS

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    1. Herbert A. Simon, 1996. "The Sciences of the Artificial, 3rd Edition," MIT Press Books, The MIT Press, edition 1, volume 1, number 0262691914, December.
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    Cited by:

    1. Jan H. G. Klabbers, 2003. "Simulation and Gaming:Introduction to the Art and Science of Design," Simulation & Gaming, , vol. 34(4), pages 488-494, December.
    2. Jan H. G. Klabbers, 2006. "Guest Editorial: Artifact assessment versus theory testing," Simulation & Gaming, , vol. 37(2), pages 148-154, June.

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