Digital and Printed Storytelling

In her book Narrative as Virtual Reality 2, Marie-Laure Ryan examines interactive storytelling and the different forms it can take. Ryan examines the various types of interactive storytelling as well as the different interactive structures found in different stories. I found her discussion regarding these different structures to be particularly interesting because it reminded me of the interactive structures I encountered while playing various mobile games when I was younger. I remember encountering “The Vector”, which Ryan defines as a linear structure but can include side branches that may or may not be completed by the user (165-166). “The Flowchart” also stuck out to me because of Ryan’s explanation that the user’s choices within the story can affect the ending, such as whether or not the user is able to gain a certain ability (171-172).

It is interesting to compare digital storytelling to printed literature. Digital storytelling allows for much more flexibility and interactivity that printed literature cannot. However, Ryan explains that many people play computer and video games for the action and entertainment, as well as the “thrill of beating the game” as many games reuse the same basic storyline (181). It is easy to get lost in the action of a computer and video game and not pay much attention to the storyline. On the other hand, printed literature puts the focus on the story and allows for more complex storytelling. While digital storytelling offers interactivity and levels of customization for the user, there is beauty in the detailed storytelling provided by printed literature.

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