Over the last few days I’ve come across anecdotes about writers having trouble writing branching stories.
Here’s the BBC describing writers’ experiences creating parser-based interactive fiction:
A good tool interface is only the first step in writing a good interactive story. We needed to find ways to help our writers learn to think about conversation as a graph, as well as a competition you can win or lose. Tracking variables and calibrating how much agency to give a player were both new concepts, as were ‘unwriterly’ tasks like dividing graphs to optimise memory usage.
And here’s Robin Sloan, who is at work on a game:
So here I am, reading Hero Legends, reading Pullman’s Grimm, rereading my own plodding Ink, trying again, producing nothing better, getting frustrated, and, honestly, despairing a bit, which is almost always a sign that you need to take a step back.
That’s what I did. I closed the Ink editor and, instead, just… Wrote Something The Normal Way. And, almost immediately, it worked. The whole scene tumbled out, in almost exactly the right voice, casually informing the reader that a year had passed, and another, and another. It moved up and down the ladder of abstraction. It became unstuck.
I wonder, is it harder to write branching stories because of the unfamiliarity, the fact that it requires forcing new circuits in the brain to light up? Sloan lands here, with his specific issue being that it’s difficult to travel up and down the “ladder of abstraction” while writing in a programming language.
And I don’t doubt it. But I wonder: Is this difficulty simply a matter of having more balls to juggle? Or does writing a story with branches also make you tie one hand behind your back by removing certain tenets that you can rely on when writing straight prose?
I’m thinking specifically of inevitability. From Elizabeth Bowen’s “Notes on Writing a Novel“:
Roughly, the action of a character should be unpredictable before it has been shown, inevitable when it has been shown. In the first half of a novel, the unpredictability should be the more striking. In the second half, the inevitability should be the more striking.
Inevitability is always hard to get right. But it stands to reason that it would be even harder to make several endings feel inevitable, or several ways to get to the same ending.
Or maybe inevitability is more a shackle than a crutch in the context of interactive fiction. What would be lost and what would be gained if branching stories rejected the tenet of inevitability? Would readers reject it as unsatisfying? Or, with no place to go, no reason to get frustrated at getting stuck in a loop or arriving at the “wrong” place, would the pleasures of ambient media rise to the surface?