Supporting Rereadability through Narrative Play

  • Alex Mitchell
  • Kevin McGee
Part of the Lecture Notes in Computer Science book series (LNCS, volume 7069)


In this paper, we investigate the use of narrative play as a means of encouraging rereading in interactive stories. To explore this, we created a storytelling game in which the reader/player takes on the role of a film director whose objective is to shoot a film in the face of a series of complications. We discuss the iterative design and playtesting of the prototype of our game, and argue that our design encourages a different type of rereading which involves a shift away from the usual concern for “narrative closure” and more towards a desire to do better. We also discuss the use of storytelling games as a way to explore new forms of interactive storytelling by focusing on the mechanics of interactive storytelling, rather than technical implementation details, without losing sight of the need for an eventual computer-based implementation.


Interactive storytelling rereadability narrative play storytelling games prototyping techniques 


Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.


  1. 1.
    Murray, J.H.: Hamlet on the Holodeck: The Future of Narrative in Cyberspace. The MIT Press (1998)Google Scholar
  2. 2.
    Szilas, N.: IDtension: a narrative engine for Interactive Drama. In: Proceeding of the 1st International Conference on Technologies for Interactive Digital Storytelling and Entertainment (2003)Google Scholar
  3. 3.
    Riedl, M.O., Saretto, C.J., Young, R.M.: Managing interaction between users and agents in a multi-agent storytelling environment. In: AAMAS, pp. 741–748 (2003)Google Scholar
  4. 4.
    Cavazza, M., Charles, F., Mead, S.J.: Character-based interactive storytelling. IEEE Intelligent Systems, Special Issue on AI in Interactive Entertainment, 17–24 (2002)Google Scholar
  5. 5.
    Aylett, R., Louchart, S., Dias, J., Paiva, A., Vala, M., Woods, S., Hall, L.: Unscripted narrative for affectively driven characters. IEEE Computer Graphics and Applications 26(3), 42–52 (2006)CrossRefGoogle Scholar
  6. 6.
    Mateas, M., Stern, A.: Towards integrating plot and character for interactive drama. In: AAAI Symposium Socially Intelligent Agents: The Human in the Loop (2000)Google Scholar
  7. 7.
    Mitchell, A., McGee, K.: Limits of rereadability in procedural interactive stories. In: Proceedings of CHI 2011, pp. 1939–1948. ACM, New York (2011)Google Scholar
  8. 8.
    Rouse, R.: 8: Game Analysis: Tetris. In: Game Design: Theory and Practice, pp. 141–150. Wordware Publishing (2005)Google Scholar
  9. 9.
    Wallis, J.: Making games that make stories. In: Wardrip-Fruin, N., Harrigan, P. (eds.) Second Person: Role-Playing and Story in Games and Playable Media. MIT Press, Cambridge (2007)Google Scholar
  10. 10.
    Mitchell, A., McGee, K.: Designing Storytelling Games That Encourage Narrative Play. In: Iurgel, I.A., Zagalo, N., Petta, P. (eds.) ICIDS 2009. LNCS, vol. 5915, pp. 98–108. Springer, Heidelberg (2009)CrossRefGoogle Scholar
  11. 11.
    Hindmarch, W.: Storytelling games as a creative medium. In: Wardrip-Fruin, N., Harrigan, P. (eds.) Second Person: Role-Playing and Story in Games and Playable Media. MIT Press (2007)Google Scholar
  12. 12.
    Fullerton, T., Swain, C., Hoffman, S.: Game Design Workshop: Designing, prototyping, and playtesting games. Focal Press (2004)Google Scholar
  13. 13.
    Houde, S., Hill, C.: What do prototypes prototype. Handbook of Human-computer Interaction 2, 367–381 (1997)CrossRefGoogle Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2011

Authors and Affiliations

  • Alex Mitchell
    • 1
  • Kevin McGee
    • 1
  1. 1.National University of SingaporeSingapore

Personalised recommendations