We see this in the following: video games like Red Dead 2 becoming less about goals/tasks and more about a narrative you create with choices, Neil Patrick Harris’s choose your own adventure/autobiography book and others trying to make literature like a game,
— G.B. Gabbler (@CircoFootnotes) January 1, 2019
I argue that “interactive” does not mean we have to make choices, and it fact the story would be better if we did not have to make choices. In life, sometimes things just happen to us, no choices made. Maybe art should be more like that.
— G.B. Gabbler (@CircoFootnotes) January 1, 2019
I’ll use my own work as an example of how I want literature to be more interactive: there’s no real “choose your own adventure” scenario in our novels. Instead, the reader is directly addressed at times and my footnotes ground the fiction in reality.
— G.B. Gabbler (@CircoFootnotes) January 1, 2019
I feel like “interaction” can be something as simple as a nod to the art patron—making them realize they’re part of the narrative as you were writing. You don’t need to taunt them with the semblance of choice…
— G.B. Gabbler (@CircoFootnotes) January 1, 2019