For a new hypertext story I decided to try and actually plan the whole thing before starting out on writing. Partly because the story is going to be complex, with multiple protagonists and plots with twists, turns and reveals, and partly to try and ensure a solid level of interactivity throughout.
This is a big deal for me. I rarely plan stories. I let them grow and then pummel them into shape. But when you’re coding something as well as writing, that takes a lot more time and you throw a lot away. (And you father many, many bugs.)
That iteration is healthy if you’re finding your feet; with a new interface, say, or a narrative gimmick. But in this case, I know what I’m writing – an Undum-based hypertext along the lines of the (as yet unreleased) No Space to Breathe. So instead the experiment is in taking a more organised approach to story development.
Here’s how it went.