mikey wrote:While we're at it, I took the endings as normal real things that happened, is that correct? Or were they symbolic (I'm not so sure now that you mentioned all that ^_^)? If they were real endings (the stories ended with either being together and death), then it's actually very interesting - it would mean that depending on your choice you completely rewrite the story in your mind - more specifically: If you choose Ending X - she died (not dieS, but dieD). And if you choose Ending Y, she didn't die. So in retrospect the whole part 1 (before the choices) of the story gets a completely different background and tone.
Yup yup, they were real endings. That was one of my goals when writing this story, actually... to preserve ambiguity about what happened to Flora until the very end, when the
player, not the writer, decides her fate... and in the process, completely changes the perspective with which he/she should view the earlier narrative.
It's actually a mini-example of what I was planning to do for my major project (where it gets even more complicated), but I'm having second thoughts about whether I should continue along this line of development or not.

It works in a small piece of fiction with only one choice, but once you take it to the larger scale, it's incredibly difficult to continue preserving that state of undecidedness and ambiguity until the end. (Well, to be more precise, it's a trade-off. I can preserve ambiguity at the expense of telling a good and rich story. So it's either vague but technically brilliant, or technically straightforward but richly descriptive.)
Which is why I'm wondering whether it's worth it to continue writing a mediocre story just so that I can show off an interesting narrative technique.
-Dizzy-