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Every node is linked to every other node, and the reader has total freedom of
navigation.
The network:
The readers movements are neither completely free nor limited to a single course.
The tree:
Paths are unidirectional (from top to bottom). Every traversal produces a well-formed
plot.
Control the readers itinerary from root node to leaf nodes and make it easy to
guarantee that choices will always result in a well-formed story.
The text tells a determinate story in chronological order, but the structure of links
enables the reader to take short side trips to roadside attractions.
This structure is particularly popular in electronic texts designed for juvenile audiences
because of its cognitive simplicity.
This structure gives rise to an experience that may be compared with a guided tour.
The maze:
Characteristic of adventure games where the user tries to find a path from a starting
point to an end point.
There may be one or more ways to reach the goal; the graph may or may not allow the
user to run in circles, terminal nodes may be dead ends or allow backtracking.
Narrative coherence is guaranteed by the fact that all paths are attempts to reach a
certain goal.
The negative experiences of running in circles and hitting a dead end are eliminated in
this network.
The user is granted some freedom in connecting the various stages of the journey.
The decisions made by the user in the past affect his choices in the future.
The structure of those interactive mystery stories and computer games that implement
the idea of discovering the prehistory of the game-world.
This model consists of two narrative levels: at the bottom, the fixed, unilinear,
temporally directed story of the events to be reconstituted; on the top, the atemporal
network of choices that determines the reader-detectives investigation of the case;
between the two, dotted lines that link episodes of discovery in the top story to the
discovered facts of the bottom story.
On the diagram, the horizontal axis stands for time and the vertical axis for space;
simultaneous events are vertically aligned, and events that take place in the same
location occupy the same horizontal coordinate. Each circle represents a physical event,
and the lines that connect them stand for the destinies of the participants. By selecting
one horizontal line rather than another, the reader enters the private world of a specific
character and experiences the story from a particular point of view.
Interactivity takes place on the macro level and dramatic plotting on the micro level.
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The user is free to take any road, but when she reaches a site, the system takes control
of her fate and sends her into a self contained adventure.
This model abandons the idea of an overarching dramatic narrative in favour of an epic
structure of semiautonomous episodes in which the user plays a largely passive role.
=The potential of a network to generate well-formed stories for every traversal is inversely
proportional to its degree of connectivity.
Empirical studies have shown that when readers are motivated by the desire to know how it
ends the primordial narrative desire and when they can find out by hitting the return key,
they will experience the other links as a distracting nuisance.
Another way to overcome the fundamental incompatibility of narrativity and the interactivity
might be to stimulate interactive curiosity on a purely local level. The purpose of clicking
should not be to find out how it will end print texts are infinitely better at generating and
satisfying this long-term narrative desire but, as the multimedia, design author Bob Hughes
has suggested, to trigger microevents that provide blasts of pleasure and instant satisfaction.
Hypertext and immersion
Three types of immersion:
Temporal immersion
The special power of interactive texts to generate a plurality of possible worlds could be
regarded as a feature that facilitates the creation of an immersive plot.
One of the properties that contribute to the intrinsic tellability of a story another term
for narrative immersivity is the diversification of possible worlds in the narrative
universe.
Spatial Immersion
Of the three types of immersion, the spatial variety evidently has the most to gain from
the built-in spatiality of pictures.
I cannot think of a more efficient way to celebrate the spirit of a place than a welldesigned interactive network that combines images with music, poems, short prose
texts, maps, and historical documents.
Emotional Immersion
Emotional Immersion requires a sense of the inexorable character of fate, of the finality
of every event in the characters life.