Disorientation
disorientation is required in interactive fiction, such as "got id?"
without disorientation playing as a factor in the story, the author
could not limit certain decisions that the reader would make, thus
making it way too easy to play the game and win. the
feelings the reader gets when he/she gets mad, sad, or happy come from
the decisions that we make in the game and the outcome. the reader
really isn't allowed to choose the outcome, only the actions. in terms
of a non-interactive story, there are no choices for the reader to
make, and so we can only feel a certain way about the outcome of the
story, unless we can go back to make a different decision (such as in
an interactive fiction).
© Copyright 2007 Joary Casey