A narrative is some kind of retelling, often in words (though it is possible to mime a story), of something that happened (a story). The narrative is not the story itself but rather the telling of the story -- which is why it is so often used in phrases such as "written narrative," "oral narrative," etc. While a story just is a sequence of events, a narrative recounts those events,

"Narrative is a component of those deep structures with which we construct ourselves and our universe" A.C.
"It should contain both actor and a narrator; it also should contain three distinct levels consisting of the text, the story and the fabula; and its ‘contents’ should be ‘a series of connected events caused or experienced by actors" - Lev Manovich
DISSIMULATION
Andy Cameron believes that interactivity is the ability to intervene in a meaningful way with the representation itself. However interaction is not interpretation.
He also believes that interaction offers the audience choices, it places the audience in relation to information. The audience actively participates on the control of an artwork or representation. This is important element in an effective interactive game design. Audience are able to participate within the game and explore. They have choices to experience the game the way the want, they have control with the narrative of the game.

LUDOLOGY MEETS NARRATOLOGY
Some authors see cybertexts and videogames as a new form of or as an expansion of traditional narrative or drama. The fact is that these computer programs share many elements with stories: characters, chained actions, endings, settings.
However, there is another dimension that has been usually almost ignored when studying this kind of computer software: to analyze them as games.
The problems of using a "game" perspective are many. Basically, traditional games have always had less academic status than other objects, like narrative. And because of this, game formalist studies are fragmented through different disciplines, and not very well developed.
Games - Rules
Every game is defined by a set of rules. The rules might be embodied in thousands of lines of programming code or a few lines of text on the back of a board game, but at some level all games are essentially structural.
Games - MUD
MUD Stands for Multi-User Dimension. Since MUD’s are online multiplayer experiences, players necessarily provide game content for other payers through social interaction mentoring and combat