Branching Infinity: Exploring the Many Structures of Interactive Fiction
The difference between interactive and traditional fiction isn’t a clear binary at all: Both require an approach to structure that balances openness and control, and each contains lessons for the other.
In Zork I, there’s also the possibility of obtaining items, like a lantern, which allows you to illuminate the many rooms of the vast underground dungeon lurking somewhere below the tree we’ve been lingering in for so long. When a reader “picks up” a key or an item in a game like this, that information is stored in a variable, and logic is checked so as to display new or different text or hyperlinks as a result. There’s so much fun to be had in building a story that incorporates logic like “If the reader is holding a key, allow them to open a door.”
Naturally, because each passage represents a room or other physical location in this style of interactive fiction, map-based storytelling happens through interaction with the environment. Your narrative will unfold as the reader encounters characters, gathers objects, or reads textual ephemera left behind in rooms. Of the structures I’ve proposed, this one is the most immersive, and it has a strong relationship with thought patterns used by video game developers. That said, all three of the structures I’ve mentioned are used in game writing, and there is no single answer to the question of what a game “is.”
As you navigate the world of interactive fiction, I hope you’ll carry with you my offerings on structure. Comparing visuals of different Twine constructions will help you critically consider the shape of yours. None of this, of course, is a rule. Many mature interactive fictions combine these structures, using nodes, looping, and maps to create an engaging experience imbued with variety, challenge, and mystery. And some games use other structures, unique constructions of their own.
In fact, if you have the time, I’d suggest (re)playing a narrative game that inspires you and reverse engineering its structure. Regardless of whether a fiction was built in Twine, try to imagine how the narrative was designed in terms of connected passages. My bet is you’ll start to see these structures everywhere, even in works of art that claim to be linear and noninteractive. In fact, my opinion is that the difference between interactive and traditional fiction isn’t a clear binary at all: Both require an approach to structure that balances openness and control, and each form of writing contains lessons for working in the other.
If there is one hard-and-fast rule I can offer to new writers of interactive fiction, it’s that if you start writing a game, you should commit to finishing it. Ending any story is challenging, and interactive fictions can be more so. That’s why you should do it. When I teach Twine, I am very serious about this. I say writers are strictly required to complete a finished prototype, even if it’s unsatisfying and full of bugs. Without this injunction, it’s easy to get lost in the woods, lingering forever upon small clusters of branches.
Avoid the temptation to linger, and you’ll reemerge with something beautiful, imperfect, strange—even amusing. You will have created interactive fiction, the outsider art that I so long to read.
Nat Mesnard is a writer and game designer based in NYC, where they teach Narrative Design at Pratt Institute and co-host the podcast Queers at the End of the World. They did their MFA in Fiction and taught at the University of Illinois, and have published work in Bodega, Blackbird, The Kenyon Review, The Gettysburg Review, Ninth Letter, and elsewhere. New work includes poetry in We Want It All, an anthology of radical trans poetics, and a tabletop roleplaying game, Business Wizards. Nat has taught at the Hudson Valley Writers Center and with the Kenyon Review Young Writers Workshop.
The difference between interactive and traditional fiction isn’t a clear binary at all: Both require an approach to structure that balances openness and control, and each contains lessons for the other.
The difference between interactive and traditional fiction isn’t a clear binary at all: Both require an approach to structure that balances openness and control, and each contains lessons for the other.
The difference between interactive and traditional fiction isn’t a clear binary at all: Both require an approach to structure that balances openness and control, and each contains lessons for the other.