What characteristics distinguish an interactive story from another form of
interactive media is subject to much debate.
Interactivity and
storytelling are both
polysemic terms, and the phrase "interactive storytelling" does not inherently distinguish it from other kinds of storytelling, many of which are already interactive to some extent. Some of the literature associated with the term "interactive storytelling" is actually about
transmedia storytelling, which is not a form of entertainment, but a marketing strategy for building a compelling
brand across digital platforms. Varying levels of interactivity are a function of the "relatedness of transmitted messages with previous exchanges of information where sender and receiver roles become interchangeable." Storytelling, in this case, refers to the process of active creation and authoring rather than the final product and its passive reception. Interactive storytelling by this definition can entail any media that allows the user to generate several unique dramatic narratives. Though its final goal is a fully unauthored AI environment with a comprehensive human-level understanding of narrative construction (e.g., the
Holodeck), projects that use branching stories and variable gates are considered experimental prototypes in the same genre. Interactive storytelling is defined as distinct from
interactive fiction (or IF), as well as video games with strong narrative focus (
Mass Effect,
BioShock, etc.), by
user agency and
open-ended narrative.
David Gaider, an RPG developer at
BioWare, stated that "every possible branch needs to be written and fully realized, even if not every player sees it, and thus any game which allows for a lot of player choice becomes a much more expensive proposition for a developer." IF and video games, to balance user choice with authorial effort, must constrain the directions the narrative can take with puzzles, battles, or unchangeable plot points and bottlenecks, all of which detract from a sense of immersion. Only the most critical of the user's narrative choices are used or remembered in narrative development, according to the need to fulfill specific player goals that define a "gameplay" experience. A true IS system would incorporate all of them, as do living human agents, simultaneously and continuously - a task only artificial intelligence can meet. Sandbox games like
The Sims and
Spore, which do involve extensive AI-based social interaction, do not manage dramatic tension or produce a cohesive narrative . To Mateas and Stern, creators of
Façade and
The Party, interactive storytelling is best understood as interactive theater, in that its goal is dramatic meaning rather than fun. It was
Chris Crawford who coined the term interactive storytelling in the 1990s, arguing that IS is not a video game with a narrative, and that a game and IS cannot be combined successfully. Because of limited technology and the amount of work required, it is still difficult to combine a robust interactive storytelling system and a game engine without detracting from the effectiveness of both. Emerging voices in the field, however, argue for the possibilities of adding narrative complexity and realistic characters to existing video game genres. Using MADE (Massive Artificial Drama Engine), a team of AI researchers developed a
genetic algorithm to guide emergent behavior for secondary non-player characters (NPCs) based on
literary archetypes. In the
AI engine of
The Elder Scrolls V: Skyrim, this was tested to elaborate on the mechanistic behavior of townspeople: == History ==