Well, after writing yesterday’s article, I was in the mood for writing some “Fighting Fantasy“/”Choose Your Own Adventure“-style interactive fiction.
(Edit: If you’re interested in my interactive story, it can be read here. And, yes, I write these articles fairly far in advance of when they’re posted.)
As you might have guessed, it’s a horror story – or at least it was going to be a horror story. Of course, it seems to be some unwritten rule that whenever I try to write horror fiction, comedy quickly emerges instead.
Still, there’s something awesome about writing comedy in interactive fiction that you don’t really get if you write comedy in “ordinary” fiction. This is mainly because there are a few comedy techniques that only really work well in interactive fiction. So, I thought that I’d give you a few quick tips about how to make your own interactive fiction funnier.
1) Player dissonance: Interactive fiction is typically written in the present tense and from a second-person perspective (eg: “you open the door”), since the reader is meant to be the main character. A good “serious” interactive fiction story will try to make the main character an “everyman” and/or “everywoman” kind of character. They’ll make the main character into a generic, reasonable person that the reader can easily superimpose themselves onto.
However, if you want to add some humour to your interactive fiction, then you can make the main character a little bit more eccentric. You can make them do slightly silly things or even act in a downright bizarre way. Yes, this breaks player immersion in the story slightly, but if it’s handled well, then it’ll amuse your readers to no end. Good comedy comes from the difference between your readers’ expectations and what you actually show them.
For example, most horror-themed interactive stories (like this excellent one by Steve Jackson) involve an “ordinary” character exploring somewhere scary. My story begins with the player enthusiastically preparing to join an evil secret society that lives in a creepy old mansion. No real explanation for this is given, but it’s the last thing that you’d expect in an interactive fiction story.
2) Silly options: This one is pretty self-explanatory, but when it comes to adding options at the end of a page or paragraph, feel free to throw in a slightly silly or random one too.
If you’re feeling really evil, you can make the silly option the one that the player needs to choose in order to succeed. If you’re feeling slightly less evil, you can make this option result in the main character’s death.
If you’re feeling even less evil, then choosing this option could possibly just make the reader loop round to the previous options page or something like that.
3) Death scenes: In most interactive fiction stories, the player’s chances of winning aren’t 100%. If the player makes the wrong decision, then the main character can end up dying or being trapped somewhere or something like that. Like in all games, winning is more enjoyable when there’s a very real chance of failure.
However, these scenes can be kind of annoying to read for obvious reasons. So, they are the perfect place to add humour. If you can make your readers laugh during one of these scenes, then they’re less likely to stop reading. So, be sure to make your death scenes hilariously inventive or make sure that they’re narrated in a humourous way.
For example, in my interactive fiction story, choosing one option can leave you stranded in the middle of a field filled with undead skeletons. The scene in question ends with these lines:
“Fun fact: Skeletons are nowhere near as evil or fierce as horror movies often make them out to be. In fact, they’re actually rather hospitable to anyone who happens to stray upon their ancient ground. But, well, what kind of host would leave their guest standing on the roof in the middle of a thunderstorm, when there’s warm tea and crumpets waiting in the coffins below?
In fact, skeletal hospitality is so well renowned that one hundred percent of their guests quickly end up becoming skeletons themselves. Imitation is the sincerest form of flattery, I guess.”
4) Narration: Traditionally, the narrator in an interactive fiction story should be as “neutral” and descriptive as possible.
If you’re telling a serious interactive story, then you want to put as little distance between the story and the reader as possible. This is why the narration in many interactive stories can sometimes be a bit “functional” and “matter of fact”. *Yawn*.
Of course, if you actually want to add some humour to your interactive story, then just give the narrator a bit more personality. Let your narrator make sarcastic comments occasionally, or even “break the fourth wall” every once in a while.
Anyway, I hope that this was useful :)