The Encyclopedia of Interactive Performance

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Two players play a scene in which Player A gets Player B speaking and engaged in an activity.

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It feels especially satisfying when the last line of a story is spoken by the spect. When the story is nearing an ending, don’t be too quick to respond verbally. See if something that the spect says would make a good ending. You can punctuate the spect’s line with a physical button, but let the spect have the final word.

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go where the spect leads the story

It’s easy to assume that you know where the story should go. When spects take things in different directions, assume they’re right. Go along with them. Remember, the goal of interactive performance is to play the spect’s story.

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endowing an element of character that the spect doesn’t like

If you endow an aspect of character that a spect doesn’t like, that’s putting it on the spect. At the beginning of a story, it’s fine to endow spects with names, occupations, and relationships. These elements establish the cloak of fiction. Beyond that, leave character up to them. Allow spects to shape their characters through thoughts, feelings, and actions. When you don’t put it on the spect, they’re free to define their own characters, which is what makes each interactive story unique.

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If there’s something to be done, let the spect be the one to do it. This puts the spect in the driver’s seat instead of making them a passenger along for the ride.

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When spects play as characters, they’re freed to say and do anything. They no longer need to worry what others might think because they’re playing as characters, not themselves. Spects can play in whatever way they like, and when it’s over, chalk it all up to the character.

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In interactive performance, spects are co-creators of the story. When they initiate offers on their own, spects are activated. Some spects are fully activated from the get go. They’re saying and doing things all on their own. However, most spects have some degree of hesitation. Here are ways to activate spects when you need to.

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Fiction isn’t real, but spects still need to care about it as if it were. Stories are more compelling when everyone cares about the fiction. This is why spects need to become invested.

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Spects are your co-creators. You want them making offers. When they do, the way you respond depends on how they’re playing. Here are some good rules of thumb.

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When spects play in interactive stories, not all of their behaviors arise because of the fiction. There are also elements from real life that affect the way they play.

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Encyclopedia of Interactive Performance