This document discusses representations of complexity in interactive digital narratives and the need for research on this narrative form. It provides an overview of interactive digital narratives, noting they encompass a range of forms from narrative video games to interactive documentaries. It also addresses criticisms of interactive digital narratives by arguing they are new types of narratives, not deficient versions of other forms. The document examines concepts of narrative and argues narrative is a cognitive function not tied to specific forms, and that many non-Western narrative structures differ from the mainstream Eurocentric model. It provides examples of alternative narrative structures from different cultures.
2. OR -
WHY WE NEED
INTERACTIVE DIGITAL NARRATIVE
AND
WHAT WE NEED RESEARCH ON
3. INTERACTIVE DIGITAL NARRATIVE (IDN)
WHAT IT IS
A DIFFERENT KIND OF NARRATIVE
ITS PARTICULAR ROLE
REPRESENTATIONS OF COMPLEXITY
THE ROAD AHEAD
ASPECTS TO WORK ON
7. 40 PEER-REVIEWED
PUBLICATIONS
10 KEYNOTES
2 PANELS
1 ART PIECE IN
JURIED EXHIBITION
Publications 2019
• Koenitz, H. & Roth, C. (2019). Bandersnatch, Yea or Nay? Reception and User Experience of an Interactive Digital Narrative
Video.
Publications 2018
• Koenitz, H. (2018). What Game Narrative Are We Talking About? An Ontological Mapping of the Foundational Canon of
Interactive Narrative Forms. Arts, 7(4), 51
• Koenitz, H., Roth, C., Dubbelman, T., & Knoller, N. (2018). Interactive Narrative Design beyond the Secret Art Status: A Method to Verify
Design Conventions for Interactive Narrative. Materialities of Literature, 6(1), 107–119.
• Koenitz, H. (2018). Thoughts on a Discipline for the Study of Interactive Digital Narratives. ICIDS 2018, Proceedings (pp. 36–49).
Cham: Springer International Publishing.
• Di Pastena, A., Jansen, D., de Lint, B., & Moss, A. (2018). “The Link Out.” In Technologies for Interactive Digital Storytelling and
Entertainment (7 ed., Vol. 11318, pp. 206–216). Cham: Springer International Publishing.
• Roth, C., van Nuenen, T., & Koenitz, H. (2018). Ludonarrative Hermeneutics: A Way Out and the Narrative Paradox. In R. Rouse, H.
Koenitz, & M. Haahr (Eds.), ICIDS 2018, Proceedings (pp. 93–106). Cham: Springer International Publishing.
• Koenitz, H., Di Pastena, A., Jansen, D., de Lint, B., & Moss, A. (2018). The Myth of “Universal” Narrative Models. ICIDS 2018,
Proceedings (pp. 107–120). Cham: Springer International Publishing.
• Shibolet, Y., Knoller, N., & Koenitz, H. (2018). A Framework for Classifying and Describing Authoring Tools for Interactive Digital
Narrative. ICIDS 2018, Proceedings (pp. 523–533). Cham: Springer International Publishing.
• Koenitz, H., Dubbelman, T., Knoller, N., Roth, C., Haahr, M., Sezen, D., & Sezen, T. I. (2018). Card-Based Methods in Interactive
Narrative Prototyping. ICIDS 2018, Proceedings (pp. 552–555). Cham: Springer International Publishing.
• Dubbelman, T., Roth, C., & Koenitz, H. (2018). Interactive Digital Narratives (IDN) for Change: Educational Approaches and
Challenges in a Project Focused on Migration. ICIDS 2018, Proceedings (pp. 591–602). Cham: Springer International Publishing.
• Koenitz, H., Roth, C., & Dubbelman, T. (2018). Creating and Sharing Interactive Narrative Design Knowledge – A Multipronged
Approach. ICIDS 2018, Proceedings (pp. 165–170). Cham: Springer International Publishing. (Best poster award)
• Koenitz, H., Roth, C., Mekler, D., Björk, S., Lankoski, P., Palosaari Eladhari, M., Medler, B. (2018) Methods, History, and Impact -
Directions in Game Design Research. In: GER-18: New Research Perspectives on Game Design and Development Education. Melbourne.
• Koenitz, H., Roth, C., & Dubbelman, T. (2018). Engaging the Community in Collecting Interactive Narrative Design Conventions.
ChiPlay 2018.
• Koenitz, H., Roth, C., Dubbelman, T., & Knoller, N. (2018) “Clementine will remember that” – Methods to Establish Design
Conventions for Video Game Narrative, DIGRA 2018, Torino, Italy.
Publications 2017
• Koenitz, H., Roth, C., Dubbelman, T., & Knoller, N. (2017). What is a Convention in Interactive Narrative Design? Icids, 10690
(Chapter 29), 295–298.
• Vosmeer, M., Roth, C., & Koenitz, H. (2017). Who Are You? Voice-Over Perspective in Surround Video. Icids, 10690 (4), 221–232.
• Dubbelman, T. (2017). Repetition, Reward and Mastery: The Value of Game Design Patterns for the Analysis of Narrative Game
Mechanics. In Technologies for Interactive Digital Storytelling and Entertainment (Vol. 10690, pp. 286–289). Cham: Springer International
Publishing.
• Roth, C., & Koenitz, H. (2017). Towards Creating a Body of Evidence-based Interactive Digital Narrative Design Knowledge:
Approaches and Challenges. Presented at AltMM'17, Mountain View, CA.
• Duijn, M., Koenitz, H., Beyond the Timeline: a Data-Driven Interface for Interactive Documentary, in proceedings ACMTVX 2017
• Koenitz, H., The ‘Story Arc’- a Ghost of Narrative Game Design, in proceedings DIGRA conference 2017
• Koenitz, H., Beyond “Walking Simulators” – Games as the Narrative Avant-Garde, in proceedings DIGRA conference 2017
• Koenitz, H., The SPP Model - Theorizing Frasca’s narrativist Approach Towards Interactive narrative, in proceedings ELO
conference 2017
• Roth, C., Beyond Geheimkunst: A Process to Verify Design Conventions for Digital Forms of narration, in proceedings ELO
conference 2017
• Roth, C., Ferri, G., Haahr, M., In- depth Analysis of Interactive Digital narrative, workshop and proceedings of ELO conference 2017
• Knoller, N. (in press). Complexity and the Userly Text. In M. Grishakova, & M. Poulaki (Eds.), Narrative complexity: experiential
and cognitive interfaces. Lincoln, Nebraska: University of Nebraska Press.
Publications 2016
• Koenitz, H., Dubbelman, T., Knoller, N., & Roth, C. (2016). An Integrated and Iterative Research Direction for Interactive Digital
Narrative. In F. Nack & A. S. Gordon (Eds.), Interactive Storytelling (Vol. 10045, pp. 51–60). Cham: Springer International
• Dubbelman, T. (2016). Narrative Game Mechanics. In F. Nack & A. S. Gordon (Eds.), Interactive Storytelling (Vol. 10045, pp. 39–50).
Springer International Publishing.
• Daiute, C., & Koenitz, H. (2016). What is Shared? - A Pedagogical Perspective on Interactive Digital Narrative and Literary
Narrative. In Interactive Storytelling (Vol. 10045, pp. 407–410). Cham: Springer, Cham
• Roth, C., & Koenitz, H. (2016). Evaluating the User Experience of Interactive Digital Narrative (pp. 31–36). AltMM’16, New York, New
York, USA: ACM Press
10. [IDN IS AN] EXPRESSIVE NARRATIVE FORM IN
DIGITAL MEDIA IMPLEMENTED AS A
COMPUTATIONAL SYSTEM [...] AND EXPERIENCED
THROUGH A PARTICIPATORY PROCESS
Koenitz, 2015
11. INTERACTIVE DIGITAL NARRATIVE (IDN)
IS NOTONEFORM
IDN ENCOMPASSES A RANGE OF MANIFESTATIONS,
INCLUDING
NARRATIVE VIDEO GAMES, INTERACTIVE
DOCUMENTARIES, JOURNALISTIC INTERACTIVES,
AR/VR EXPERIENCES…
13. IDN
All narrative is like the novel (or movie)
IDN is not like the novelIDN is bad, because
THE CIRCULAR LOGIC AGAINST IDN
IDN does not fulfil the expectations of the novel
14. VIDEO GAMES ARE BETTER WITHOUT
STORIES. FILM, TELEVISION, AND
LITERATURE ALL TELL THEM BETTER.
Ian Bogost, 2017
20. GAMES RESIST MANY OF THE MORE COMPLEX
THEMES WE CAN IMAGINE, SUCH AS LOVE,
AMBITION, AND SOCIAL CONFLICT, BECAUSE
THEY ARE NOT EASILY IMPLEMENTED IN RULES
Jesper Juul, 2005
31. NARRATIVE [IS] A FORGIVING, FLEXIBLE
COGNITIVE FRAME FOR CONSTRUCTING,
COMMUNICATING, AND RECONSTRUCTING
MENTALLY PROJECTED WORLDS
David Herman, 2002
36. CECI N’EST PASUN MODÈLE NARRATIF UNIVERSEL
Figure 2: Story arc in Computers as Thea
1991)
esort to a historical approach. And indeed, the
37. KOENITZ, H., DI PASTENA, A., JANSEN, D., DE LINT, B., MOSS, A. (UPCOMING) THE MYTH
OF ‘UNIVERSAL’ NARRATIVE MODELS: EXPANDING THE DESIGN SPACE OF NARRATIVE
STRUCTURES FOR IDN, ICIDS 2018, CHAM: SPRINGER INTERNATIONAL PUBLISHING
4.2 Bengali Widow’s Narratives
The Bengali Widow’s narrative structure either raises after the climax to a tragic
outcome, when the protagonist is abandoned by her family, or folds back to see the
protagonist becoming the antagonist to her son’s bride.
We derived this narrative structure (Fig. 2) from the comparison of different nar-
ratives that circulate among the West Bengal population that focus on the powerless-
ness of the displaced widowed mother. In so doing, they provide a critical perspective
on the status of the apparent stability women are assumed to have acquired upon
marriage, which comes into question in West Bengal after the death of their spouse,
especially if their children have already reached adulthood by that time [50]. Therefore,
the Bengali widowed mother narrative wants to illustrate a less romanticized reality
which many women face. At first sight, this narrative structure is reminiscent of the
dramatic arc, however there is a crucial variation that is connected to the ‘themes’ of
the narrative. The climax is not followed by a phase of dénouement; rather, the tension
keeps growing, either with the narrative looping back on itself if the widowed mother
becomes the antagonist (the mother-in-law) for the bride of her son – effectively
repeating the cycle from marriage to close – or, by continuing forward to show the
abandonment of the mother by her sons after the death of her husband, will end in a
climax where her sons and daughters-in-law leave her beggared and alone. What is
notable here is the underlying tension between the mother’s expectations for how her
sacrifices for her children will be repaid in the future and the reality of widowhood, as
well as her gradually shifting role from protagonist to antagonist in the eyes of the
younger generation of brides. Having two variants in a narrative is an aspect that can be
made productive for IDN, as the different outcomes can be connected to players’
choices. In addition, IDN could add additional varieties, e.g. an outcome in which the
widow becomes a good friend and trusted advisor of the next generation of women.
Fig. 1. Etiological structure
The Myth of ‘Universal’ Narrative Models 7
4.3 Ganga Comics
This structure is based on adaptations of Indian mythology in comics, in which the
solution to one conflict also immediately causes the next conflict to arise.
The “Ganga” [52] comic provides another interesting narrative structure to study
(Fig. 3). The “Ganga” comic is derived from the Amar Chitra Katha (ACK), an
illustrated comic series depicting hundreds of tales from the Rāmāyaṇa, Mahābhārata,
Panchanatra, and Vasavadatta, alongside a host of other plays, epics, and romances
across the Indian subcontinent. This particular story stems from the Mahābhārata, a
collection of mythological and instructive stories that revolve around a main narrative
that recounts the power struggle between two groups of cousins, namely the Kauravas
and the Pandavas. The Mahābhārata represents a seminal text for the growth of
Hinduism, and it is understood as both Dharma (moral law) and Itihasa (history) [53].
The “Ganga” comic is a particular variety of this narrative that utilizes the affordances
of its medium.
The narrative structure is arranged as a negotiation between the two poles of
‘responsibility’ and ‘consequence’. The narrative begins with an initial instigating
action (IA), which would have specific consequences (C1). The next step involves the
search of a solution (S1), that eventually results in a sort of resolution (R1), which
however would have other ongoing consequences (C2). These further consequences
would begin the next part of the narrative, as the secondary instigation for further
action, escalating and repeating until all major consequences are resolved. The
“Ganga” comic narrative structure is characterized by a cumulative pattern, in which
the consequences of the solution to each problem affect the overall narrative. This
aspect also aligns well with the affordances of IDN; the idea of player choice affecting
the problems/conflicts they will encounter later in the story is a powerful one with
much potential for the creation of many individually different narratives from the same
system.
Fig. 2. West Bengali widow narratives
8 H. Koenitz et al.
AuthorProof
4.4 Sīra Narratives
Sīra narratives (Fig. 4) recount the circle of life and death of a Bedouin community
known as the Banī Hilāl tribe. These narratives have the purpose of preserving the
memory of brave warriors who vanished as the tribe achieved peace through struggle.
More specifically, they narrate the adventures of the tribe as it traveled toward Tunisia
in search of new pasturages. They feature an ‘accurate’ historical frame of the
migration and conquest, while the actual narratives are “a series of intricate tales built
on tension among a constellation of central characters” [54], involving several key male
roles playing opposite a single female lead role.
The life of the Bedouin tribe is organized in a “pattern of repeating cycles” [54],
which organize the progression of episodes as journeys, from the protagonists’ birth to
their death. Each episode narrates a journey, with varying characters and changing
composition of events; the different and unique premises of every episode emphasize
the significance of each individual journey. The dual nature of the ‘journey theme’,
understood both as the search of new life and as war campaign, “sets up a vital tension
of opposites”, such as “famine-plenty, desert-pasture land, war-peace, life-death” [54].
Fig. 3. Ganga comics
The Myth of ‘Universal’ Narrative Models 9
4.5 Epiphanic Structure
This original structure features a cycle of conflict designed to create a moment of
epiphany, which causes the player/interactor to suddenly understand the events of the
narrative in a different light, and subsequently explores the narative again from the
beginning to discover the consequences of this revelation.
While alternatives to established narrative structures have been discussed before,
these discussions frequently lack a structural analysis. Moreover, established narrative
structures like the Hero’s Journey are gleaned from the analysis of linear, fixed media
with no regard for the participatory aspect of interactive narrative. In contrast, the
above structure (Fig. 5) is inspired by and partially based on the analysis of two
playthrough sessions of PlatinumGames’ 2017 action game NieR:Automata [56], in
which players see the same events twice, but through the eyes of each of the two
protagonists.
Fig. 4. Sīra structure (Connelly 1973)
10 H. Koenitz et al.
AuthorProof
The first playthrough builds up to an epiphany, a realization or retrospective
moment that radically re-contextualizes the events of that playthrough; the second
playthrough then has players experience those same events with that epiphany in mind,
which causes a (presumed) significant shift in the meaning that the player ascribes to
their own actions and the actions of the protagonists. Another game that can be said to
follow this structure is Paper Dino’s Save the Date [57]. The structure can be described
as follows:
1. Opening: the introduction of the storyworld;
2. Cycle(s) of Conflict (CoC): the protagonist(s) face(s) challenges – physical, battles
and treasure hunts; emotional, relationships with other characters/actors; mental,
piecing together clues about the storyworld’s backstory – and overcome(s) them (or
not);
3. Culmination: the fulfilment of the CoC’s narrative purpose, its result;
4. Epiphany: a realization or retrospective moment, as a consequence of the culmi-
nation, that radically re-contextualizes the events of the CoC;
5. (optional) Post-epiphanic Replay(s): the implicitly or explicitly acknowledged rep-
Fig. 5. Epiphanic structure
The Myth of ‘Universal’ Narrative Models 11
AuthorProof
42. GERMAN HISTORY IS UNLIKE ANY OTHER
[ … ] NO COHERENT, OVER-ARCHING
NARRATIVE CAN BE CONSTRUCTED FOR IT;
THE JIGSAW PIECES DO NOT FIT TOGETHER
British Museum Curator Neil MacGregor 2016
43. THERE IS ALSO AN ALTERNATE REALITY MACHINE THERE
THE STASI ARCHIVES
57. WHEN IT COMES TO MANY
PRESSING PROBLEMS, WE
FALL BACK TO IMMUTABLE
NON-COMPLEX NARRATIVES
58.
59.
60. CANNOT
REPRESENT
gure 2: Story arc in Computers as Theatre (Laurel,
91)
o a historical approach. And indeed, the Oxford English Dictionary
n answer. It lists the first proper occurrence as “arc of story” in 1978:
Stewart in ELH 45 483 In the proliferated death scenes of Bleak
ckens brings death as never before into the pages that intervene
e implied oblivion before and after the arc of story, the unvoiced voids
e. (OED Online, n.d.)
on to Aristotle and Freytag, ‘story arc’ is a ghost-like existence, “used
89. DIFFERENCE TRADITIONAL FORMS AND IDN
Interaction
Computer w/
Software
Output (can be
fixed by recording)
Design/Programming
Creator
IDN
Writing
Author
Output (is fixed)
Book
{Not in
traditional
media
91. PROCESS
SYSTEM
PRODUCTPRODUCT - STORY
SYSTEM - PROTOSTORY
PROCESS - INSTANTIATION
SPP MODEL (KOENITZ 2015)
POTENTIAL
NARRATIVES
INSTANTIATED
NARRATIVES
PERFORMANCE/UX
DESIGN
RECORDED OUTPUT
92. KOENITZ, H. (2015). TOWARDS A
SPECIFIC THEORY OF INTERACTIVE
DIGITAL NARRATIVE. IN H. KOENITZ, G.
FERRI, M. HAAHR, D. SEZEN, & T. I. SEZEN
(EDS.), INTERACTIVE DIGITAL NARRATIVE
(PP. 91–105). NEW YORK: ROUTLEDGE.
96. MEASUREMENT TOOLBOX
EVALUATION OF IDN USER
EXPERIENCES
SELF-REPORT SCALES
BASED ON
ENTERTAINMENT THEORY
CONNECTED TO
MURRAY'S TAXONOMY
(AGENCY, IMMERSION,
TRANSFORMATION)
the term “immersion” – Murray uses the word in a more general
sense of all aspects that let an interactor feel as being transported
to a different reality [22], while in our psychologically-oriented
perspective [27], immersion is only a technical quality of virtual
environments, which is complemented by presence to account for
the perceptible aspects. Thus, in order to connect the two
approaches, decisions have to be made in regards to which
meaning will be adopted for a combined model. This also might
mean to re-name and re-locate existing categories. In the concrete
case of immersion, we adopt Murray’s more general use and re-
locate the technical aspects of immersion (e.g. sensoric input and
system feedback) as part of the usability dimension. Similarly, we
emphasize eudaimonic appreciation as a more inclusive term over
aesthetic pleasantness, which we have used in our earlier work.
Figure 1. Roth’s original categories
3. USER EXPERIENCE DIMENSIONS
We evaluate the IDN user experience on 12 dimensions, which we
group under Murray’s experiential qualities of agency, immersion
sections, we will describe these experience dimensions in more
detail.
Figure 2. Dimensions of user experience
97. A/B TESTING USING THE MEASUREMENT TOOLBOX
Group A
Group B
Prototype A
Prototype B
Measurement
Comparison
98. DESIGN CONVENTION: INTRO TEXT TO SCRIPT THE INTERACTOR
The Walking Dead
Life is Strange
Heavy Rain
Until Dawn
99. ROTH, C., & KOENITZ, H. (2016). EVALUATING THE
USER EXPERIENCE OF INTERACTIVE DIGITAL
NARRATIVE. HTTP://DOI.ORG/
10.1145/2983298.2983302
ROTH, C., & KOENITZ, H. (2017). TOWARDS CREATING
A BODY OF EVIDENCE-BASED INTERACTIVE DIGITAL
NARRATIVE DESIGN KNOWLEDGE: APPROACHES AND
CHALLENGES. HTTP://DOI.ORG/
10.1145/3132361.3133942
100. KOENITZ, H., ROTH, C., KNOLLER, N., & DUBBELMAN, T. (2018).
“CLEMENTINE WILL REMEMBER THAT” – METHODS TO ESTABLISH
DESIGN CONVENTIONS FOR VIDEO GAME NARRATIVE. PRESENTED
AT THE PROCEEDINGS OF THE 2018 DIGRA INTERNATIONAL
CONFERENCE THE GAME IS THE MESSAGE, TORINO, ITALY.
RETRIEVED FROM HTTP://WWW.DIGRA.ORG/WP-CONTENT/
UPLOADS/DIGITAL-LIBRARY/DIGRA_2018_PAPER_290.PDF
KOENITZ, H., ROTH, C., & DUBBELMAN, T. (2018). ENGAGING THE
COMMUNITY IN COLLECTING INTERACTIVE NARRATIVE DESIGN
CONVENTIONS. PRESENTED AT THE CHIPLAY 2018, MELBOURNE. HTTP://
DOI.ORG/HTTPS://DOI.ORG/
10.1145/3270316.327153310.1145/3132361.3133942
107. DUBBELMAN, T., ROTH, C. & KOENITZ, H. (UCOMING)
INTERACTIVE DIGITAL NARRATIVES (IDN) FOR CHANGE:
EDUCATIONAL APPROACHES AND CHALLENGES IN A
PROJECT FOCUSED ON MIGRATION. ICIDS 2018, CHAM:
SPRINGER INTERNATIONAL PUBLISHING
DAIUTE, C., & KOENITZ, H. (2016). WHAT IS SHARED? -
A PEDAGOGICAL PERSPECTIVE ON INTERACTIVE
DIGITAL NARRATIVE AND LITERARY NARRATIVE.
ICIDS2016.
111. DUIJN, M. & KOENITZ, H. (2017). BEYOND
THE TIMELINE - A DATA-DRIVEN INTERFACE
FOR INTERACTIVE DOCUMENTARY. HTTP://
DX.DOI.ORG/10.1145/3084289.3089920
115. KNOLLER, N. (2019). COMPLEXITY AND THE
USERLY TEXT. IN M. GRISHAKOVA, & M.
POULAKI (EDS.), NARRATIVE COMPLEXITY:
EXPERIENTIAL AND COGNITIVE INTERFACES.
LINCOLN, NEBRASKA: UNIVERSITY OF
NEBRASKA PRESS.
116. CA 18230 INDCOR INTERACTIVE NARRATIVE
DESIGN FOR COMPLEXITY REPRESENTATIONS
(STARTED DECEMBER 6, 2019, AVERAGE
GRANT AMOUNT 500.000 EUROS)
CURRENTLY 80 MEMBERS, 31 COUNTRIES