ZipWits
Guided Narrative

Elements of GN

The guided narrative style uniquely combines the illusion of choice, direct reader engagement, and linear storytelling to create an immersive, engaging reading experience. It challenges traditional narrative structures while maintaining a coherent and compelling storyline.

The Illusion of Choice

One of the defining characteristics of guided narrative is the illusion of choice. While the narrative remains linear, readers are presented with decision points that create a sense of agency and control over the protagonist’s actions. 

This technique draws from the principles of interactive fiction, where player decisions shape the story’s progression. However, unlike traditional interactive fiction, GN maintains a single narrative path, ensuring coherence and simplicity. 

To compensate, a directive can offer a choice (e.g., talk with the witness or examine the crime scene), or the protagonist can invent an option (e.g., “Grog? The parrot is hungry, not thirsty. I’ll feed it the pistachios instead.”). 

Reader Engagement

Mieke Bal’s work on narratology emphasizes the importance of reader engagement in storytelling. She argues that “narrative is a way of structuring human experience and making sense of it” (Bal, Narratology, p. 5). GN capitalizes on this by structuring the narrative around reader choices, enhancing engagement and immersion. The illusion of choice keeps readers invested and encourages them to participate in the story actively, blurring the line between the reader and the protagonist.

Participatory Story

Guided narrative often addresses the reader directly, creating a pseudo-participatory experience. This direct engagement is reminiscent of the techniques used in digital storytelling, where interactivity is key to maintaining reader interest. 

Carolyn Handler Miller notes that “interactivity is the defining characteristic of digital storytelling, setting it apart from traditional forms of narrative” (Miller, Digital Storytelling, p.15). GN bridges the gap between traditional and digital storytelling by incorporating direct reader engagement, offering a fresh and dynamic narrative experience.

Meta-Narrative Elements

Moreover, GN frequently employs meta-narrative elements, making readers aware of their role in storytelling. This technique, known as metalepsis, involves the transgression of narrative levels, where the boundaries between the story world (diegesis) and the real world are blurred. For example:

  • Breaking the Fourth Wall: Characters directly address the reader or acknowledge that they are part of a story.
  • Narrative Intrusion: The narrator or author directly intervenes in the story, breaking the illusion of separation between the narrative world and the real world.
  • Overlapping Worlds: The narrator and protagonist become intertwined, collapsing the boundary between their worlds.

Julian Hanebeck explains that “metalepsis challenges the conventional boundaries of narrative levels, inviting readers to become co-creators of the story” (Hanebeck, Understanding Metalepsis, p. 12). By incorporating meta-narrative elements, GN not only enhances reader engagement but also adds a layer of complexity and depth to the narrative.

Mind-Bending Plots

Guided narrative often features mind-bending plots that challenge readers’ perceptions of reality. These stories may be told out of chronological order, from multiple perspectives, or by unreliable narrators, forcing readers to piece together clues and interpret the truth. This approach aligns with the principles of experimental literature, which seeks to push the boundaries of traditional storytelling. 

Joe Bray highlights that “experimental literature often disrupts conventional narrative structures, encouraging readers to engage with the text in new and innovative ways” (Bray, The Routledge Companion to Experimental Literature, p. 3). By incorporating mind-bending plots, GN invites readers to participate actively in the storytelling process, enhancing their overall experience.

Embedded Media

In addition to complex plots, Guided narrative may integrate various forms of embedded media, such as maps, newspaper clippings, letters, and diary entries. This multimodal approach enriches the narrative, providing readers with additional layers of information and context. 

Marie-Laure Ryan discusses narrative as virtual reality, where “the integration of different media forms creates a more immersive and engaging narrative experience” (Ryan, Narrative as Virtual Reality 2, p. 89). By embedding media within the narrative, GN enhances immersion and allows readers to explore the story world more deeply.

Pseudo-Stateful Narratives

While a guided narrative does not track variables such as inventory or health points, it can simulate statefulness through revisiting and contextual changes. For instance, when returning to a room, a character still there recalls the previous conversation. This pseudo-stateful approach ensures that the narrative remains linear while providing a sense of progression and development. 

Aaron Reed’s exploration of interactive fiction highlights the importance of statefulness in creating a dynamic narrative experience. He notes that “statefulness allows for a more personalized and responsive narrative, where reader actions have tangible effects on the story world” (Reed, Creating Interactive Fiction with Inform 7, p. 45). By simulating statefulness, GN maintains the simplicity of a linear narrative while offering readers a sense of influence and impact.

Personal Focus

Furthermore, GN stories are typically told in the first person, present tense, providing a cinematic immediacy that enhances immersion. This personal focus allows readers to step into the protagonist’s shoes and experience the story world firsthand. 

Janet H. Murray’s work on digital narrative emphasizes the importance of immediacy in creating an immersive experience. She argues that “the immediacy of the first-person perspective allows readers to become fully absorbed in the narrative, enhancing their emotional and psychological engagement” (Murray, Hamlet on the Holodeck, p. 98). 

GN creates a more immersive and engaging storytelling experience by adopting a first-person, present-tense narrative. It is typical to enhance that experience by writing guided narratives in a self-aware style, such as gritty realism or satirical wit.

Challenges and Reader Participation

Guided narratives are structured around challenges that drive the story forward. These challenges encompass mental and physical barriers, requiring readers to direct the protagonist through various interactions and obstacles. This approach aligns with the principles of interactive storytelling, where challenges and puzzles are integral to narrative progression. 

Josiah Lebowitz and Chris Klug highlight that “challenges and puzzles are essential components of interactive storytelling, providing readers with a sense of accomplishment and progression” (Lebowitz and Klug, Interactive Storytelling for Video Games, p. 112). By incorporating challenges, GN engages readers in active participation, making them feel like co-authors of the narrative.

Conclusion

Guided narrative represents a groundbreaking approach to storytelling, blending the linearity of traditional narratives with the interactivity of digital fiction. By leveraging the illusion of choice, direct reader engagement, meta-narrative elements, and mind-bending plots, GN creates a compelling and immersive narrative experience. 

GN enhances reader immersion and engagement by integrating embedded media, pseudo-stateful narratives, and a personal focus. By structuring the narrative around challenges, GN invites readers to actively participate in the storytelling process, making them feel like co-authors of the story. 

As we continue to explore GN’s potential, it is clear that this innovative narrative form can revolutionize how we experience and engage with stories.

Works Cited

Bal, Mieke. Narratology: Introduction to the Theory of Narrative. 4th ed., University of Toronto Press, 2017.

———. Narratology in Practice. University of Toronto Press, 2017.

Bray, Joe, et al., editors. The Routledge Companion to Experimental Literature. Routledge, 2012.

Glassner, Andrew. Interactive Storytelling: Techniques for 21st Century Fiction. A K Peters, 2004.

Hanebeck, Julian. Understanding Metalepsis: The Hermeneutics of Narrative Transgression. De Gruyter, 2017.

Herman, David. Story Logic: Problems and Possibilities of Narrative. University of Nebraska Press, 2004.

Jackson-Mead, Kevin, and J. Robinson Wheeler, editors. The IF Theory Reader. Transcript On Demand, 2011.

Lebowitz, Josiah, and Chris Klug. Interactive Storytelling for Video Games: A Player-Centered Approach to Creating Memorable Characters and Stories. Focal Press, 2011.

Macrae, Andrea. Discourse Deixis in Metafiction: The Language of Metanarration, Metalepsis and Disnarration. Routledge, 2019.

Miller, Carolyn Handler. Digital Storytelling: A Creator’s Guide to Interactive Entertainment. 2nd ed., Focal Press, 2008.

Montfort, Nick. Twisty Little Passages: An Approach to Interactive Fiction. MIT Press, 2003.

Murray, Janet H. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. MIT Press, 1998.

Nelson, Graham. The Craft of Adventure: Five Articles on the Design of Adventure Games. Self-published, 1995.

Reed, Aaron A. Creating Interactive Fiction with Inform 7. Course Technology, 2010.

———. 50 Years of Text Games: From Oregon Trail to AI Dungeon. Self-published, 2023.

Ryan, Marie-Laure. Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media. Johns Hopkins University Press, 2015.

Smed, Jouni, and Harri Hakonen. Algorithms and Networking for Computer Games. Wiley, 2006.

Zeman, Nicholas Bernhardt. Essential Skills for 3D Modeling, Rendering, and Animation. CRC Press, 2014.

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About Me

Roger Kenyon was North America’s first lay canon lawyer and associate director at the Archdiocese of Seattle. He was involved in tech (author of Macintosh Introductory Programming, Mainstay) before teaching (author of ThinkLink: a learner-active program, Riverwood). Roger lives near Toronto and is the author of numerous collections of short stories.

“When not writing, I’m riding—eBike, motorbike, and a mow cart that catches air down the hills. One day I’ll have Goldies again.”