{'fraction_non_alphanumeric': 0.02028397565922921, 'fraction_numerical': 0.002028397565922921, 'mean_word_length': 5.326923076923077, 'pattern_counts': {'":': 0, '<': 0, '<?xml version=': 0, '>': 0, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
Going forward by going back: re-defining rewind mechanics in narrative games

A growing number of new games utilize rewind as a narrative mechanic and there is an increasing need for a reliable way to understand and evaluate storytelling in such games. This paper builds on previous work by conducting narrative interaction focused analysis on rewind mechanics in commercial video games, and focuses on rewind as a form of narrative progression. The analysis resulted in updated definitions of rewind mechanic types originally defined by Kleinman et al. [13]. An updated framework is proposed where rewind is described in terms of control, scope, initiation, presentation, story structure, and structure traversal. Common design patterns associated with rewind, such as narrative justification and feedback, are also discussed. This expanded framework can be used to better understand rewind mechanics, and evaluate storytelling and user experience in the video games that utilize them.