- Computer games can evoke whole world of story, that you want to be involved in- want to unravel next bit.
- but how can we evoke whole world with no budget or experience?
- how can individual unravel next bit of story, and yet bit be ravelled still for another individual, and yet story be happening and not just audient’s story, and yet not be shit? [THIS I will call the essential problem]
- options:
- lots of stories
- story cycles
- people have to follow other peoples ‘work’
- (or combination)
- AHA! or:
- people undo each other’s work!
- (expansion of idea that some people work against each other)
- eg, constantly taking item back and forth between two rivals, struggling to keep it. ‘program’ two mutually exclusive tasks, when one is done other is undone.
- back and forth story – destiny and inevitability
- but then how ‘truly’ interactive??