This post was originally published on author J.P. Choquette’s blog after she contacted me and asked if I’d go a bit into the process of writing interactive fiction. I liked the essay so much, I wanted to make sure my subscribers got to check it out, so you’ll find the full piece below. You should also check out J.P.’s website, she brings a great many different voices together and it’s worth a perusal.
Reigning in Parallel Worlds
by James Schannep
The main characters in INFECTED choose to wait out the zombie apocalypse inside their home, boarded up and barricaded, with enough supplies to wait out doomsday. They also leave the city in search of fellow survivors and greener pastures. Oh, and they also become zombies themselves.
No, my characters are not schizophrenic (and neither am I!), they just exist in parallel worlds.
What do I mean? Click Your Poison books are gamebooks—wherein you, the reader, choose how the story progresses. Each CYP title has three unique storylines and over fifty possible endings. Because of this “many possibilities” quality to interactive fiction, different readers will experience different outcomes and have a rather different reading experience from one another. It’s my job, as the author, to keep all these parallel worlds straight.
The problem is, every decision expands the storylines; sometimes familiar to one another, but other times they become drastically altered. Their worlds grow too large to exist solely within the confines of my head! I literally can’t keep them all straight; not by memory alone. So how do I do it? Just like in the real world—I use maps. Almost on a daily basis I’m forced to pause, stop writing, and think, “Wait, is this person dead here? And does this other character currently hate you or love you?” That’s when I check the maps.
Level one is my world map: the outline. In any novel, you need a beginning, middle, and end, with a logical pathway through the three. At the most basic level, the outline keeps the overarching plot on track towards the eventual destination(s).
Level two, interstates and roadside attractions: the chronology. Here I’ll keep a chart in Excel. Important plot points form the x-axis (time) and major storylines/characters form the y-axis (events). This helps me know which events happen at what time.
Level three, city streets, dark alleys, slums and shortcuts: the flowchart. This is my bread and butter. Without the flowchart, none of the other maps matter. The flowchart tells me, if you make decision A (attempt to play dead to avoid zombies), it will lead to outcome B (get eaten!). Often times the path will change slightly and I’ll have to go back, edit the story, and change outcomes. Without the flowchart, that would be impossible. Below, you can see a rough scrap from my latest CYP book as an example.
Nathaniel Hawthorne said, “Easy reading is damned hard writing.” If my process sounds excruciatingly difficult, good. My job (in addition to keeping the parallel worlds straight), is to make it look effortless inside the story. Your experience making decisions as reader should be smooth and clean, despite the complexity and ambiguity of the actual decisions themselves.
The real test of all this behind-the-scenes planning is your experience. So go ahead, dive into INFECTED and see if you have what it takes to survive the zombie apocalypse!
Feel free to share, comment, and like!
Very cool. Great creative mind (yes, I’m prejudice but you really are)
Reblogged this on Lloyd of Gamebooks and commented:
Great post!
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