The Wind path

Pathfinding & Lost Paths: Navigation in Ergodic Literature


When people have asked about my PhD studies, and more specifically - "what is Ergodic Literature"? I have leaned heavily on the analogy of Choose Your Own Adventure books.

If they press, and I believe they might be so inclined, I might speak briefly about the rise in RPGs that emphasise player choice. The Mass Effect and Fable series being primary amongst my references.

These are both entirely inadequate and over-simplistic examples.

Originally, Espen J. Aarseth, inventor of the term ergodic literature was discussing the interactivity of a user within digital narratives and computational media. His focus was on the need for a user to go beyond basic reading, and rather engage in non-trivial effort to navigate, configure and construct a narrative.

Interestingly, the term "ergodic literature" has since taken on a life of its own.

In a brief conversation with him via email, Aarseth claimed to not have used the phrase since his own thesis - Cybertext: Perspectives of Ergodic Literature.

And yet, it has something of a cult following in none other than the world of literature.

And I believe it forms the foundations for much of today's interactive entertainment.

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Fig 1. The Cave of Time Branches | These Heterogenous Tasks

There is a reason that Choose Your Own Adventure books make a nice, simple analogy. The majority of people are familiar with the functionality of them. And non-linear storytelling is at the heart of ergodic literature.

Because the original premise was centred around digital storytelling, certain academics (Katherine N. Hayles) believe that book-based non-linearity doesn't make for true ergodic literature. I humbly disagree.

Whilst the action of clicking a hyperlink and flicking to a different page are effectively different at surface level - the fundamental action is the same. You are navigating to another page.

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Fig 2. The Cave of Time Choices | (2)

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Fig 3. The Cave of Time Warning | (3)

Despite being rudimentary, the user experience of the "Turn to page 47" function is essentially no different to the user experience of clicking a hyperlink. The fundamental interaction is the same, as is the fundamental result - and if anything, I'd argue that turning the pages of a book requires more effort.

And at their core, both a digital narrative and a Choose Your Own Adventure book are non-linear in design; another common feature of ergodic literature.

I think of this as one of ergodic literature's baseline features. And it is one that you should be well acquainted with - it is how the internet is structured. And it is how this thesis is structured.

There are arguments that narrative non-linearity cannot be achieved in this way, because the user/reader is experiencing the story in a linear fashion, and that unchosen paths are simply irrelevant to the experience. In Marie-Laure Ryan's work on narrative and digital media, for example, she points out that hypertext fiction and other forms of non-linear narratives don’t fully escape the structure of linearity, because the reader still experiences a sequence of events, even if they can choose different paths. The interactivity may give the illusion of a non-linear narrative, but the experience is still constrained by the interface or design choices that structure the user’s journey.

I disagree, however.

I believe that non-linear design such as is described by Marie-Laure Ryan encourages what game designers call replayability. Unchosen paths are often closed to the user/reader/player during that specific experience, but there is an awareness of other options that can be explored in a later experience.

This is the one way in which I believe the form diverges from our experience of life.

In life if we make a choice - that is final. Even if we want to change our minds, we cannot turn back to that exact moment and alter our choice - in artistic mediums, we are permitted to do that. And that, I believe, is part of the appeal. Within ergodic literature we are able to experience multiple lives; we are able to see the impact of our choices.FN1

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Fig 4. Decision Tree Double Play | (3)


For example, in a choice-based game or book in which an early decision shapes the entire narrative into two distinct paths, replaying this game with the alternate decision on a second play would result in an entirely different experience. (fig 4).

That is in fact the case with The Cave of Time, and games such as Witcher 2: Assassin of Kings.

It is not just the element of choice (which provides relate-ability in terms of its direct likeness to life) but the re-playability that offers users the opportunity to experience a world they love again but in a different way.

In this way, users become co-creators; the building blocks are supplied by the authors/creators, but it is the users who explore and assemble them into a unique experience. This is even more evident in open-world, choice-based RPGs such as The Witcher, where players step into a world built by others, following story kernels designed by others, yet bringing in their own imagination and, most importantly, agency. Here, navigation is not just an interaction—it is an act of authorship, a hallmark of ergodic literature.

And that is why I use Choose Your Own Adventure books as an analogy for what I am working on. Because it is relatable and contains all the fundamental elements of ergodic literature.

Even in its most basic state, ergodic literature is more than just interaction—it is a sandbox for navigation. Exploration is the key ingredient in the early stages of engaging with ergodic mediums.

What comes next is how you build upon that.





PATHS.

Which way will you go?

The Wind /
The Daughter

Breadcrumb Trails & Fractured Journeys: Navigation in House of Leaves

A focused analysis on Mark Z. Danielewski’s House of Leaves, a text that requires physical interaction, footnote tracking, and spatially fragmented reading.

Dance

The Lost / 
The Dead

Multicursality & the Reader’s Role

Exploring reader agency in multi-path narratives, particularly in ergodic texts and theatre.

Float









Footnotes


    1. In this sense, ergodic literature is a medium that could be used for great educational benefit.
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References


  • Core Theoretical Foundations:

    1. Espen Aarseth – Cybertext: Perspectives on Ergodic Literature (1997) – defines ergodic literature and the necessity of non-trivial effort in navigating texts.

    2. Marie-Laure Ryan – Narrative as Virtual Reality 2 (2015) – explores narrative immersion and interactivity.

    3. Tim Ingold – Lines: A Brief History (2007) – discusses wayfinding as an embodied practice in space and movement.
  • Critical Debates and Counterarguments:

    1. Katherine Hayles – How We Became Posthuman (1999) – critiques the over-reliance on digital/fragmented texts as “true” ergodic literature.

    2. Henry Jenkins – Convergence Culture (2006) – argues against fixed authorial intent in non-linear media.

    3. John Bryant – The Fluid Text (2002) – debates whether text mutability undermines narrative coherence.
  • Empirical Studies & Case Studies:

    1. Twine Narratives – examines navigation in user-generated hypertext stories.

    2. The Stanley Parable (2013) – as an interactive game that constantly questions player agency.

    3. Choose-Your-Own-Adventure Books – historical evolution of interactive storytelling (The Cave of Time)

    4. The Witcher 2 : Assassin of Kings
    5. Mass Effect
    6. Fable