If you were a child of the 1980s, then you may remember the
Choose Your Own Adventure book series. In each book, you (yes
you!) were the hero of the story, and the narrative would develop based on your decisions. Did you want to fight the dragon? If so, turn to page 98. If you instead wanted to retreat to safety, then turn to page 63. Your choices would change the telling of the adventure. Christian Swinehart has an excellent technical analysis of this series
on his web page.
I am still thinking a lot of about
Story Genies, and I began to wonder if they could do more than just behave as a walking sign post. What if – like the choices made within the CYOA books – the speech of the genie could change, based on interaction with other genies? For example, suppose I have two genies which I name Alpha and Beta. I tell Beta what to say, but then I
also give it instructions on what to say to those players who have visited with Alpha. When I release Beta from the genie bottle, she says:
"There's money to be made at sea. A resourceful merchant could carry stone and wood to the builders on Gold Dust Island."
But for those who have met Alpha, she instead says:
"Oh, so I suppose you've been listening to that fool Alpha and he's been filling your head with nonsense. He's nothing but a pirate, and a poor one at that. You'd do very well to stay away from him."
What I love about this idea is that a story has the ability to morph, albeit in a limited way. I view this ability as an
option to Story Genies, and it may be available to those players who desire a little more variety in their stories.
This idea is bubbling its way up On The List.