Thought this was an interesting direction to explore with gen AI chatbots, first ChatGPT:

To adapt the open-world game concept to books or graphic novels, consider creating an interactive reading experience with the following elements:

  • Multiple Storylines: Readers can choose different paths that branch from a central narrative, much like side quests. Each path leads to a unique outcome or insight into the main story.
  • Non-linear Chapters: Similar to how players explore different areas of a game, readers can decide which chapters or segments to read first. These chapters can focus on different characters, locations, or events that tie into the overall plot.
  • Interactive Elements: Include prompts or optional tasks within the story, such as puzzles, decisions, or challenges, that impact how the plot develops or which character perspectives are explored.
  • Worldbuilding Details: Like in open-world games, the setting can be richly detailed. Include maps, lore pages, or sections that deepen the world, letting the reader explore background material at their own pace.
  • Re-readability: Design the book so multiple readings uncover new layers of the story. Different sequences of reading the chapters or tasks affect the reader’s understanding, creating a dynamic experience each time.
  • Graphic Novel Integration: Visuals can enhance the open-world feeling by depicting different paths, giving clues through illustrations, or showing how the story branches. Interactive panels may allow readers to ‘choose’ which scene or character arc to follow next.

The experience would feel immersive, allowing readers to engage with the content at their own pace, choosing the narrative depth and direction much like an open-world game.

See also: intextuality, hypertext, layered texts.

Claude gives something pretty similar for the most part, so we’re starting to see the thematic convergence between their training data sets on this I think:

That’s an interesting concept to explore. Let’s think about how we could adapt the open-world game format to books and graphic novels:

  1. Non-linear narrative structure:
  • The book could have a central “main quest” storyline, but allow readers to explore side stories and subplots in any order they choose.
  • Chapters or sections could be designed to be read non-sequentially, with clear entry and exit points.
  1. Modular storytelling:
  • The story could be divided into self-contained “quest” chapters or episodes that can be read in various orders.
  • Each module would contribute to the overall narrative but also work as a standalone story.
  1. Choice-based progression:
  • At the end of each chapter or section, readers could be presented with multiple options for where to “go” next, similar to choose-your-own-adventure books.
  • These choices could lead to different side quests or back to the main storyline.
  1. World-building focus:
  • Dedicate significant portions of the book to rich descriptions of the world, its inhabitants, and its lore.
  • Include “exploration” chapters that aren’t strictly plot-driven but allow readers to discover more about the setting.
  1. Character interactions:
  • Introduce a large cast of characters that readers can “interact” with by choosing to read their specific storylines or backstories.
  1. Visual mapping (especially for graphic novels):
  • Include detailed maps of the story world, allowing readers to visually track their progress and choose their next “destination.”
  • In graphic novels, use visual cues to indicate possible paths or points of interest.
  1. Side quests and optional content:
  • Incorporate clearly marked optional chapters or sections that provide additional depth but aren’t necessary for the main plot.
  • These could be presented as separate short stories within the larger narrative.
  1. Inventory and stat tracking:
  • Include a system for readers to track items, skills, or relationships acquired throughout the story.
  • This could be integrated into the narrative or presented as supplementary material.
  1. Multiple endings:
  • Offer various conclusions based on the paths taken and choices made throughout the book.
  1. Replayability:
    • Design the book so that multiple read-throughs yield different experiences and reveal new aspects of the story.

Would you like me to elaborate on any of these ideas or explore how they might be implemented in a specific genre or story concept?

Mistral Chat:

Translating the concept of open-world games to books and graphic novels involves creating a non-linear narrative structure that allows readers to explore the story universe at their own pace and in their preferred order. Here’s a format that combines elements from gamebooks, choose-your-own-adventure stories, and traditional novels/graphic novels:

  1. Modular Narrative: Break down the story into self-contained chapters, sections, or issues that can be read in multiple orders. Each module could represent a specific location, quest, or character arc.
  2. Branching Paths: Implement a branching narrative structure, similar to choose-your-own-adventure books. At the end of each module, provide multiple options for the reader to continue, allowing them to forge their own path through the story.
  3. Side Quests and Optional Content: Include optional chapters or sections that contain standalone stories, side quests, or additional lore. Make these clearly distinguishable from the main story arc so readers can choose to engage with them at their leisure.
  4. Non-linear Timeline: Present the story in a non-chronological order, allowing readers to piece together the timeline themselves as they read different modules.
  5. Interconnected Storylines: Even though the story is non-linear, ensure that the various plot threads are interconnected. This encourages readers to explore different modules to uncover the full picture.
  6. Tracking Progress: Include a simple system for readers to track their progress and the choices they’ve made. This could be as simple as a flowchart or a list of checkboxes at the beginning or end of the book.
  7. Multiple Endings: Based on the reader’s choices throughout the story, provide multiple endings to increase replayability and encourage readers to explore different paths.
  8. Worldbuilding and Lore: Enrich the open world with detailed descriptions, illustrations, and background information. This can be done through in-universe documents, maps, or supplementary materials.

For graphic novels, the visual element can greatly enhance the open-world feel. Here are a few additional ideas:

  • Interactive Maps: Include detailed maps that guide readers to different modules or sections based on their choices.
  • Visual Cues: Use distinct art styles or color palettes to differentiate between different locations, quests, or timelines.
  • Hidden Details: Encourage readers to scrutinize the artwork for hidden clues, secrets, or easter eggs that enhance their understanding of the world.

Examples of books and graphic novels that use some of these techniques include “Hopscotch” by Julio Cortázar, “S.” by J.J. Abrams and Doug Dorst, and “Watchmen” by Alan Moore and Dave Gibbons.

By incorporating these elements, you can create an immersive, open-world experience in a book or graphic novel format that engages readers in a unique and non-linear way.

A lot of these are obvious, some I don’t like that much, but it’s helpful to see them all laid out like this via 3 different sources.