This thought came up in a discussion but wanted to include it here as part of the new media and Storytron postings for record purposes.
The main attraction of work such as Half Life 2, Silent Hill series, etc., is not just in quest but also in action. Storytron appears to be based on choices of action and reaction, though not flashing lasers in confrontations and fast-paced chases and escapes, but rather story. But there is still the question of constant action and while for some this provides the satisfaction of play, when we are looking to refine new media by the inclusion of story, non-stop action may not be what we’re looking for.
In traditional text, as well as film story, pacing is a vital element used effectively to enhance the experience. While I’ve left my protagonist standing in front of a closed door in Silent Hill for example because I suspected there was trouble on the other side and it gave me (as me, in my reality) time to catch my breath and prepare, game play would dictate that I open that door as soon as I come to it.
Some measure of pacing is built into these storygames–walking the streets or exploring rooms–but there is always the level of anticipation cranked up to high. If you don’t move the character around within the storyworld, or, as in Facade, interact with the players, it just doesn’t work.
Maybe all I’m discovering here is that is some ways at least, text in book form may hold some advantages in both writing and reading story.