
This study aims to investigate the effect of the two different modes of narration linear and interactive, in mystery genre on the gamers while recording their responses to the amount of participation, they got in molding the plot of the story. Iser's views on reader response theory and Ronald Barth's theories of writerly text and readerly text alongside the theory of acquired needs by David McClelland and game narration theories by Mary Laure Ryan would be the lens for this study. This essay wants to show that in mystery genre interactive narrative is a writerly text and as the result will give its audience a sense of ecstasy (which is a more valuable and desirable experience) while linear narration is a readerly text and as result give its audience a sense of pleasure (which is a less valuable and desirable experience). Series of tests are carried out to find the same result in practice.
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