Interactive Storytelling, much like its name, is a means of telling a story that involves user / reader interaction. The story and reader are both part of a back-and-forth system, where every interaction choice displayed by the user is followed by an evolution of the story according to that choice.
Modern games such as Mass Effect and Oblivion employ techniques of Interactive Storytelling, in order to make the player feel that he / she is central to the game's universe, and that the decisions made by the player in the game, do affect the game world and the outcome of the story that is told, thus resulting in players having more personal experiences.
- Premise - The setting and introduction to the story.
- Middle Elements - The plot points in the plot pool that should ideally be coherently linked to at least 1 other middle element / ending.
- Stasis Elements - Elements that describe a state in the story.
- Process Elements - Story elements where an event takes place.
- Endings - Possible conclusions to the story.
Using the story elements given above, I have formulated 8 possible plots that could occur based on the decisions that the player makes in the story as Billy.
Each possible plot is noted with the traditional story-telling elements of Turning Points, Dramatic Events and Ending Climaxes.