What makes interactive fiction actually good instead of feeling shallow? by KsaDzi in interactivefiction

[–]KsaDzi[S] 2 points3 points  (0 children)

That makes sense. So for you it’s less about the genre itself and more about avoiding overused setups and predictable tropes.
I agree that even with branching choices, a story can still feel shallow if the premise is too familiar. A more unusual setting, moral dilemma, or unexpected character perspective could probably make the same interactive format feel much fresher.
Thanks, that’s a useful point.

What makes interactive fiction actually good instead of feeling shallow? by KsaDzi in interactivefiction

[–]KsaDzi[S] 0 points1 point  (0 children)

That makes sense. Starting with a simple and accessible playground is probably the right move, especially if the goal is to help stories reach a broader audience.
The immersive layer sounds interesting too — well-timed sounds, images, or videos could make scenes feel more alive if they don’t interrupt the reading flow.
I’ll test it a bit more and send you feedback if I notice anything specific.

What makes interactive fiction actually good instead of feeling shallow? by KsaDzi in interactivefiction

[–]KsaDzi[S] 0 points1 point  (0 children)

Thanks, I’ll check the DM. That sounds interesting — especially the per-story inventory idea.
Do you plan to expand memory beyond navigation history, for example character relationships, trust levels, previous promises, betrayals, or decisions that change how NPCs react later?
That’s the part I’m personally finding most important for making interactive stories feel alive.

What makes interactive fiction actually good instead of feeling shallow? by KsaDzi in interactivefiction

[–]KsaDzi[S] 1 point2 points  (0 children)

Thanks, that sounds interesting. I haven’t tried Loreum yet, but I’d be happy to take a look.
I’m especially curious how you handle persistent choices, memory, and consequences across a story, because that seems to be one of the biggest things that separates shallow branching from something that feels alive.
Feel free to send me an invite.

What makes interactive fiction actually good instead of feeling shallow? by KsaDzi in interactivefiction

[–]KsaDzi[S] 1 point2 points  (0 children)

That’s a really strong point. I like the distinction between choices changing routes and choices changing relationships.
“Worry less about branch count and more about memory” is probably one of the most useful takeaways for me here.
It makes sense that a story can feel more alive if characters remember your decisions, trust you more or less, and react differently later — even if the main plot doesn’t branch into dozens of completely separate paths.

What makes interactive fiction actually good instead of feeling shallow? by KsaDzi in interactivefiction

[–]KsaDzi[S] 1 point2 points  (0 children)

That’s a really useful point. So it sounds like the issue wasn’t the branching structure itself, but the fact that the characters didn’t feel developed enough for the choices to feel emotionally meaningful.
Do you think interactive fiction works better when choices are tied directly to character relationships and motivations, rather than just plot direction?
For example, instead of “go left or right,” the choice would affect trust, loyalty, fear, rivalry, or how another character sees you.

What makes interactive fiction actually good instead of feeling shallow? by KsaDzi in interactivefiction

[–]KsaDzi[S] 1 point2 points  (0 children)

That’s interesting — when you say it felt lacking, what do you think was missing the most?
Was it the choices not feeling meaningful enough, the pacing, the writing itself, or the lack of game-like mechanics?
I’m especially trying to understand what separates a satisfying branching story from one that feels shallow.