Pedro Cardoso, Miguel Carvalhais
Computer games and interactive narratives rely on a chronological dimension that should not be overlooked in theirstudy. They may require constant analyses of past and present, both by the computational systems or by the humaninteractants, in order to project due consequences onto the future, to invoke sequences of preprocessed events or toalternatively generate procedural outcomes. This paper focuses on the three types of actions that may be unfoldedthroughout the interaction with narrative systems, proposing definitions for those that may allow agents to revisit thepast, to focus on the present time or on very short-term scenarios, or to project perceivable consequences to thefuture, thus contributing to shape the personal narrative experience.
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