In the model I have in mind, an interactive story is modeled in space as well as time. It’s most natural to think of it as physical space, but it’s really the interactive space. The user has some power of navigation, and the range of that navigation defines a space. The user can go places, so there must be places.
In a linear story, there is a fixed correlation between place, time and story. At every step of the way, the story says where and when it is, and every time the story is told the answer is the same. So places and movement become irrelevant to the structure of the story.
Not so with interactive stories. The user generally has a say in where the story unfolds. Typically the way the author maintains control over the story is by requiring the user to go to a particular place (as part of solving a particular puzzle) in order for the story to advance. This preserves the story structure, but at a cost: the user might go to many other places in the meantime, and all this extra movement may be largely or entirely pointless.
The solution to this is not, in my opinion, to eliminate the user’s ability to move freely (though inevitably it is necessary to establish limits). An interactive story naturally unfolds in space rather than time; the trick is to structure the space, and the relationship between the story and the space, so that a lot, maybe even most, of the movement advances the story.
In traditional, non-interactive stories, the natural flow of time is the scaffolding. The flow of time doesn’t have to be continuous; but changing the flow to skip into the future or jump into the past requires engineering on the part of the author. In between such manipulations, the story flows in perceived real time — perceived, as opposed to exact, because a clever author will reproduce the natural distortions in our sense of time, as when time seems to slow down in the course of an unusually jarring or traumatic event.
So how do we maintain timing, when our scaffolding is space rather than time? I believe there are many potential solutions — interactive literary devices, you might call them — and that successful interactive stories will depend on lots of them to achieve something close to the flow of time desired by the author.
A key approach, as I see it, is to have more than one story going on at a time. The more stories, the more opportunities for one of them to be suitable for wherever the user might be.
The most extreme example of this would be to have an independent story for each location. Go to location A, you get story A; move to B, you interrupt story A and start on story B; go back to A, you pause story B and resume story A. Wherever you go, a story would be progressing. So it would work. But it’s not a very satisfying solution, because there is nothing to be gained in the story by moving around; it’s the equivalent of channel surfing.
But multiple stories don’t have to be independent, and more importantly they don’t need to be isolated, each in its own place. Stories can cross paths, sharing a location for one scene, or many scenes. They may also share characters, objects, events. They might be subplots of the main story, thoroughly integrated. Or they might just coincidentally find themselves in the same place.
Another key ingredient to reconciling space and time is fuzziness and flexibility. To the extent that a story specifies kinds of places rather than specific places, it will naturally allow for a faster pace. For example, if a story takes place in a hotel, a scene that can take place in any hotel room will tend to occur much sooner that a scene that can only take place in a specifically designated room. I think that in many cases, there are plenty of details of a story that the author would be willing to leave vague in exchange for greater control over timing.
At the same time, I think it would be a mistake to use the flow of time in traditional stories as the yardstick for interactive stories. An important part of the enjoyment of an interactive story comes from the joy of exploration and discovery. An empty room is not boring, if its emptiness is a surprise, and if there are other doors left to check.
In fact, I don’t think we yet know the rules of thumb for creating the most enjoyable interactive stories. So above all we should provide the means for authors to experiment.