interactive flashbacks
In traditional writing, flashbacks serve as a tool to provide crucial information about the story that the reader wouldn’t otherwise know without delving into past events.
As a narrative device, flashbacks retain this function in interactive storytelling, yet their interactivity also allows us to shape and influence future events.
In Dance of The Spirits, we introduce the player to April, the protagonist, through a flashback where they select certain characteristics.
These characteristics subsequently influence the available options and even the reactions of other characters as the story unfolds.
I believe that beyond their informative role, flashbacks offer valuable opportunities to “configure” the game through player choices that impact the main storyline.
What are your thoughts?