Interactive Storytelling for Video Games
Interactive storytelling is defined as distinct from interactive fiction (or IF), as well as interactive storytelling games online with strong narrative focus (Mass Effect, BioShock, etc.), by user agency and open-ended narrative.
"Every conceivable path must be authored and fully realized, even if not everyone views it, therefore any game that allows for a lot of player choice becomes considerably more costly to create," said RPG developer David Gaider.
The narrative is never self-contained and must be continuously fed. As a result, the narrative should not only advance with puzzles, battles, or unchangeable plot points and bottlenecks that detract from immersion. Only the most important of the user's narrative decisions are taken into account or remembered in game development, according to the requirement to create a "gameplay" experience that meets certain player objectives.
A real IS system would include all of these features, as do live human agents. Only artificial intelligence can deliver this because sandbox games like The Sims and Spore, which do involve extensive AI-based social interaction, do not manage dramatic tension or construct a cohesive narrative.
Interactive storytelling video games, according to Mateas and Stern of Façade and The Party, is best understood as interactive theater since its objective is dramatic meaning rather than enjoyment. Chris Crawford coined the term "interactive storytelling games" in the 1990s to describe a game with no narrative that can't be successfully combined with IS.
It's difficult to combine a strong interactive storytelling platform with a game engine without detracting from the performance of both due to limited technology and the amount of labour involved.
However, some emerging voices in the field recommend the use of narrative complexity and realistic characters in established video game genres. A group of AI experts at MADE (Massive Artificial Drama Engine) created a genetic algorithm to automate literary archetype-based emergent behavior for secondary non-player characters (NPCs).