In this paper we’ll present an analysis of the videogame The Path by the artistic collective, Tale of Tales. This game will be used as a case study for the analysis of the new representation of interactive storytelling within gameplay. The Path uses a new way to play with space determining the orientation of diverse finals for the videogame, and it demonstrates that the hybridation between film and games projects itself through an authored interactivity. From the modernization of a traditional fable an interactive drama is built which permits participants to liberate their imagination and make connections with the field of symbolic interpretations. Flow, as a regulation factor, is designed in this interactive experience as interaction goals adapted to the player’s skills and expectations.