Narratives and Interactive  
Storytelling  
Lecture 01 – Introduction to Narratives and  
Interactive Storytelling  
Edirlei Soares de Lima  
<edirlei.lima@universidadeeuropeia.pt>  
What is Interactive Storytelling?  
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Interactive storytelling is a form of digital entertainment  
based on the combination of interactivity and storytelling.  
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Objective: create dramatic and engaging narrative experiences for  
users, while allowing them to intervene with ongoing plots and change  
the way that the story unfolds.  
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Key challenge: balance the level of interactivity with the  
consistency of the generated stories.  
Interactive storytelling is not just a game with a story.  
Story, Narrative, Plot  
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Story: all events referenced both explicitly  
and inferred in a narrative.  
Story  
Plot  
Plot: refers to the sequence of events  
inside of a story which affect other events  
through the principle of cause and effect.  
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Narrative: the choice of which events to  
tell and in what order to tell them. Thus, it  
is a representation or a specific  
Narrative  
manifestation of the story.  
Narratives and Interactive Storytelling  
Fully Traditional Stories  
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Fully traditional stories are the classic form of storytelling,  
which has been used for centuries.  
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Examples: films, books, plays, cave paintings, ...  
Interactive Traditional Stories  
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Interactive traditional stories combine the tightly controlled  
narratives of fully traditional stories with a degree of  
interactivity.  
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The main plot itself can’t be changed, or at the very least can’t be  
changed in any significant way.  
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Example: Marvel's The Avengers: Iron Man - Mark VII  
Multiple-Ending Stories  
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Multiple-ending stories follow the same structure as  
interactive traditional stories, but at the end users are allowed  
to choose between two or more possible endings.  
End 1  
Event 1  
Event 2  
Event 3  
...  
Event N  
End 2  
End 3  
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Example: Chrono Trigger  
Branching Path Stories  
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Branching path stories include multiple decision points  
throughout the story, allowing users to make a series of  
choices as he/she progresses through the narrative.  
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Example: Choose Your Own Adventure books  
Branching Path Stories  
Story network of the Choose Your  
Own Adventure book The Mystery of  
Chimney Rock (1979).  
Open-Ended Stories  
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Open-ended stories are an evolution of the branching path  
formula. While branching path stories retain a strong writer-  
controlled structure that moves the user from decision point  
to decision point, open-ended stories are more open to user  
interactions.  
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There is no explicit branching network and the narrative is usually  
generated by a computer algorithm (such as planning algorithms).  
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Example: Logtell  
Fully Player-Driven Stories  
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Player-driven stories don’t have a main plot. The narrative  
emerges from the player’s interactions with virtual characters  
and environments.  
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This type of story is usually implemented as a simulation.  
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Example: The Sims  
How to create an interesting  
narrative?  
We can start by following a basic narrative pattern (also called  
narrative structure).  
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A narrative pattern emerges from the fact that most narratives  
share several common characteristics.  
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These common characteristics were first described by Aristotle.  
According to him, each act contains predictable elements common to  
all stories.  
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Examples of narratives structures: three-act structure and the  
hero’s journey.  
Three-Act Structure  
Act One:  
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Contains exposition or a summary of who are the main characters, their  
background story (setting) and what they want (motivation).  
It also contains a inciting incident (call to action) that leads the protagonist  
to leave the security of home.  
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Three-Act Structure  
Act Two:  
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Contains a series of challenges and obstacles (rising action) that prevent  
the protagonist from easily achieving his goal.  
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It also leads to some sort of a final conflict (climax), which puts the  
protagonist and antagonist against each other.  
Three-Act Structure  
Act Three:  
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Features the resolution of the story and its subplots.  
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It presents a series of events that resolves the conflicts that have arisen  
(not necessary with happily endings).  
The Hero’s Journey (Monomyth)  
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The hero's journey is a narrative  
pattern that involve a hero who goe
on an adventure, and in a decisive  
crisis wins a victory, and then come
home changed or transformed.  
The pattern was proposed by Josep
Campbell and it comprises 17 stage
Narrative Theories  
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Starting from the assumption that stories share certain  
common characteristics, narrative theories aim at explaining  
the narrative phenomena.  
Examples of theorists:  
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Vladimir Propp  
Aarne-Thompson  
Roland Barthes  
Tzvetan Todorov  
Claude Levi-Strauss  
Propp Theory  
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Propp examined 100 Russian fairy tales, and showed that they  
could all be described by 31 typical narrative functions (such  
as villainy, hero’s departure, reward).  
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Propp also showed that these functions have a chronological order  
that defines the basic structure of a fairy tale.  
He also concluded that all characters could be summarized into only  
seven character types.  
Propp Theory  
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Character types:  
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. The villain: an evil character that fight against the hero.  
2. The dispatcher: a character who illustrates the need for the hero's  
quest and sends the hero off.  
3. The helper: a typically magical entity that comes to help the hero in  
his quest.  
4. The princess and her father: gives the task to the hero, identifies the  
false hero, marries the hero.  
5. The donor: prepares the hero or gives the hero some magical object.  
6. The hero: the character who reacts to the dispatcher and donor  
characters, fight against the villain, and marry the princess.  
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. False hero: takes credit for the hero’s actions or tries to marry the  
princess.  
Propp Theory  
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Narrative functions (some examples):  
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Villain appears (e.g. trying to find jewels, children, etc.).  
Villain gains information about the victim.  
Villain attempts to trick the victim.  
Hero is fooled by the villain.  
Hero acquires a magical agent.  
Hero and Villain in direct combat.  
Villain is defeated (killed).  
False hero claims Hero’s success.  
Hero marries and ascends the throne.  
Interactive Storytelling  
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Plot Generation:  
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Manually authored branching networks.  
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Planning algorithms (character-based vs plot-based).  
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User Interaction:  
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GUI interfaces, speech recognition, virtual reality interaction, hand-  
drawn sketches, social networks, …  
Dramatization:  
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Visual representation of the narratives.  
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Text, images, video, 2D/3D animations, comics, virtual reality,  
augmented reality, …  
Project Assignment 1  
1
) Identify the narrative in your project:  
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The project includes a narrative integrated with the system (the  
system tells a narrative)? If so, describe the narrative and try to  
identify branching points.  
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If your system is not designed to tell a story, can you describe the use  
of the system as a narrative? Create a narrative describing a typical  
user interacting with the system. Try to add branching points to  
highlight the different actions the user can perform while using the  
system.