interactive planners vs interactive pantsers
Is there room in interactive narrative for the planners vs pantsers dichotomy?
With the narrative complexity presented by the rhizome, the discussion of planners vs pantsers becomes kinda outdated.
While there may be different types of systems to which planners and pantsers can orient themselves (rigid structures for planners, and perhaps more organic and random elements for pantsers), we will never succeed in finishing a game without planning.
At the same time, I am convinced that the best ideas arise from free writing, a practice that belongs mostly to pantsers.
Therefore, I believe that in interactive narrative, in one way or another, there needs to be a symbiosis between both approaches to writing.
That is why, if you identify with one of these groups, one should start listening and delving into the methods of the other, to see if this facilitates progress in your game.
But in the end, the key is always the same, even if it gest boring: test and playtest!