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The Cooperative Contract                                         231

                              relies heavily on inferences made by a reader about the author’s intent. Consider
                              the following passage, suggested by the experiments in [9]. James Bond has
                              been captured by criminal genius Blofeld and taken at gunpoint to his hideout.

                                      James’ hands were quickly tied behind his back, but not before he deftly slid
                                   a rather plain-looking black plastic men’s comb into the back pocket of his jump
                                   suit. Blofeld’s man gave him a shove down the hallway towards the source of the
                                   ominous noises that he’d heard earlier.

                              In the passage above, the author makes an explicit reference to the comb in
                              James’ pocket. As readers, we assume that this information will be central to
                              some future plot element (e.g., the comb will turn out to be a laser or a lock
                              pick or a cell phone) - why else would the author have included it? So we set
                              to work at once anticipating the many ways that James might use the "comb"
                              to escape from what seems a serious predicament. When the comb later turns
                              out to be as central as we suspected, we’re pleased that we figured it out, but
                              the inference that we made was licensed only by our assumption that the author
                              was adhering to the Maxim of Relevance. In fact, Relevance comes to play so
                              often in narrative that its intentional violation by an author has a name of its
                              own: the red herring.
                                This type of co-operative agreement exists in other, less conventional com-
                              municative contexts as well. Film, for instance, also relies on the same com-
                              municative principles [2]. As one example, when the location of action in a
                              film changes from Place A to Place B, filmmakers often insert an external shot
                              of Place B after the action at Place A ends. Called an establishing shot,this
                              inserted footage acts as a marker for the viewer, helping her to understand the
                              re-location of the action without breaking the narrative flow by making the
                              transition explicit.

                              3.     A Cooperative Contract for Interactive Stories

                                For the designer of a narrative-oriented game that allows substantive user
                              interaction, thegreatestdesignchallenge revolvesaroundthemaintenanceof the
                              co-operative contract, achieved by the effective distribution of control between
                              the system and its users. If a game design removes all control from the user, the
                              resulting system is reduced to conventional narrative forms such as literature or
                              film. As we’ve discussed above, well-established conventions in these media
                              provide clear signals to their audience, but provide for no interaction with the
                              story. Alternatively, if a game design provides the user with complete control,
                              the narrative coherence of a user’s interaction is limited by her own knowledge
                              and abilities, increasing the likelihood that the user’s own actions in the game
                              world will, despite her best efforts, fail to mesh with the storyline.
                                Most interactive games have taken a middle ground, specifying at design-
                              time sets of actions from which the user can choose at a fixed set of points
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