At the core, this book is about the adequacy of interaction. This concept came about as I once watched an interactive film and realized that when the player decides what a game character should do, it makes a chimera of the character, making the whole exercise pointless. The idea was to identify rules to follow in order to prevent that consequence.
As it turns out, when you take this adequacy train of thought to its logical end, identifying what the underlying motivation for adequacy is, you end up with a theory of automation. In other words, I hadn't planned on this. As they say: don't ask questions you don't want to find the answer to.
With digitization we have opened Pandora's box and we need to face, or brace for, our nature. With capabilities such as those arising from storytelling automation, we want to hold our powers in leash. The reason I'm publishing this in 2021 although I had been asked to do so in 2018 is that I observe that it is becoming urgent to provide a framework for this.