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Cited by 1Narrative Theory and AnalysisDigital Games and MediaArtificial Intelligence in Games

The DOI matches its Crossref record; 19 of the 20 references it cites were found in a registry or an index; none of the 189 sources its claims cite is checked for support yet.

That’s not How It Should End: The Effect of Reader/Player Response on the Development of Narrative

Clark, Lynda·2017·Lecture Notes in Computer Science

Overview

CoChat Summary

TL;DR

This creative-critical PhD thesis argues that seriality offers a useful framework for comparing Victorian serial fiction and episodic videogames, treating *Great Expectations* and the Sherlock Holmes stories as interactive and *Mass Effect* and *Life is Strange* as serials. Its contribution is a set of approaches for writers of interactive fiction regardless of technical expertise, demonstrated through the ChoiceScript novella *Writers Are Not Strangers*.

Key findings

  • The thesis' central claim is that "serials such as *Great Expectations* and the Sherlock Holmes stories are interactive, and that videogames such as *Mass Effect* and *Life is Strange* are serials," with seriality as the comparative framework.
  • Of the 36 sections of *Great Expectations*, the author determined "around twenty-one tentatively fit Allen's definition of cliffhanger," but "only six clearly meet the stylistic criteria" of introducing suspense a few lines before the episode's end; the highest concentrations of consecutive cliffhangers occur near the beginning and end.
  • *Mass Effect 3* has eight endings (four with significant differences), most resulting in Commander Shepard's death; only the "perfect" Renegade ending shows Shepard taking a breath, a scene adjusted after outcry. *Life is Strange* has two of five episodes with cliffhanger endings and two endings, both downbeat.
  • Post-episode statistics for *Life is Strange* show players "overwhelmingly choose helping behaviours," yet at the point the minor-choice image was taken, most players did not rescue the bird — theorised as a discoverability rather than deliberate abandonment issue.

Methods

  • A creative-critical thesis combining comparative critical analysis with the creation of an interactive novella, *Writers Are Not Strangers*, authored in ChoiceScript (the same environment as Lynnea Glasser's *Creatures Such As We*).
  • Comparative analysis focuses primarily on *Great Expectations*, selected Sherlock Holmes stories, and the *Mass Effect* and *Life is Strange* series, framed through the ludology vs narratology debate, reader-response theory (Iser, Ryan, Carlisle, Nell), and the analogies of the detective, the magician and the telepath.
  • The thesis is deliberately non-linear and multimodal, with hypertext-like directions, "invisotext" sections, and appendices including a cliffhanger analysis of *Great Expectations*, design documents, design maps, an offline version of the novella, and full code documentation.

Limitations

  • Stated: the offline version cannot replicate the online "invisotext," so pale grey text is substituted; the offline creative work "contains some shortened and simplified sequences for clarity" and is "for reference only"; a key difficulty in comparing Victorian serials and videogames is that the Victorian serial writer could expect regular audience contact during production, while videogames are theoretically available in their entirety; the author notes her positioning of videogames alongside Victorian serial fiction implicitly asserts their "respectability," which was "initially unintentional"; she also acknowledges performing "a similar act of omission" with a truncated Nell quotation.
  • Evident in the text: the argument rests on a small set of case studies (*Great Expectations*, Sherlock Holmes, *Mass Effect*, *Life is Strange*); the tale of mourning Londoners in black armbands is described as apparently fictional, with Peter Calamai's 2013 challenge for contemporary evidence still unmet; and the thesis concedes, via Ryan, that "we can never be sure that sender and receiver have the same story in mind."

Model-written summary of a shortened version of the paper’s full text (it is longer than we read). Check it against the paper before relying on it.

Integrity signals

Registry

Crossref · 10.1007/978-3-319-71027-3_42

Cites

19 of 19 references verified0 citation errors · 0 not checkable

Statistics

Nothing to recompute.

Verification

Claims the paper makes

169 Sources not found · 169 Own interpretation · 35 Own result · 8 No basis given · 7 Not checked yet · 4 No full text of the sources

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Self-check

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Each contradiction between two passages listed here was confirmed by an independent check.

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Citations

Cites

Show all 20 references

Research works printed but not linked: 2

  1. Murray, J.: From game-story to cyberdrama. In: Wardrip-Fruin, N., Harrigan, P. (eds.) First Person: New Media as Story, Performance, and Game, pp. 2–11. The MIT Press, USA (2004)
  2. Conan, D.A.: The hound of the baskervilles. In: Trayler Ranson, H. (ed.) Sherlock Holmes: The Complete Stories, pp. 177–297. Wordsworth Editions, Ware (1902)

Cited by

Metadata

Authors
Clark, L.
Affiliations
Nottingham Trent University (GB)
Corresponding author
Clark, Lynda
Venue
Lecture Notes in Computer Science
Published
2017
Pages
355-358
ISSN
  • 0302-9743 (ISSN-L)
  • 1611-3349
OpenAlex
W2768433637
Cited by
1
References
20
Citations by year
2025: 1
FWCI
0.00
Type
conference paper
Language
en
Open access
closed
Locations
  • Lecture notes in computer science (publishedVersion)
  • Nottingham Trent University's Institutional Repository (Nottingham Trent Repository) (acceptedVersion)
  • Discovery Research Portal (University of Dundee) (submittedVersion)
Topics
  • Social Sciences › Arts and Humanities › Literature and Literary Theory › Narrative Theory and Analysis
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
Keywords
interactive fiction, reader response, fragmented narrative, non-linear narrative, apocalyptic narratives, author-reader relationship, narrative development, performativity

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Data sources

Bibliographic data: Semantic Scholar, OpenAlex, Crossref.

Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).

Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.