In the context of digital narrative, there has a lot of module. Today I am looking at the structure linear and nonlinear, because I need to define the module of my story. I will start with introduction.
Linear: Each module is linked to the next module, and there is only choice, which is forwards and backwards.
Linear narratives: It is one that move from starting and follow step to the ending. For instant, in the games, established history as the backstory, which introduce the characters of the game and period something like that. It like traditional drama or film, the background starts the story and create the conflict or the problem for the player who must to solve those. (Fullerton 2008, p. 90). During the time, the player meets with several obstacles.
Nonlinear stories: There are many choices in the story, and each of choice or action can affect the ending of the story.
Nonlinear story structure: In games, there are three mains nonlinear, which is branching, multilinear and emergent.
1. In Branching, player can choose what happens next, and each choice can expand more choice. They need to more content to develop in story to take long time and cost. Branching stories are difficult to write, because the creator need to provide the logical and “reality” process and ending.
2. Multilinear Stories is a compromise between a linear and a branching story structure, and the story be told in multi-threat. In games, when the goal is achieved, the player goes to solve next problem, such as cut scene, game level… (Schell 2009, p. 265) It provides freedom and satisfying structure, and it is successful in business.
3.Emergent Stories, people can define a story by themselves, the story is generated in the interaction between player and systems. For example, The Sims (2000-2015), player can control characters and setting to create their own life. Emergent narrative would only create by player.
After reading, I will spend more attention on nonlinear to create my story, because it provides interactive with audience who can participate in. Also, during the interactive, audience can see the different plot and ending. It is more interesting than linear narrative, which just provide single the plot of story.
Fullerton, T 2008, Game Design Workshop, Second Edition: A Playcentric Approach to Creating Innovative Games (Game Network Series), Morgan Kaufmann, Massachusetts.
Schell, J 2009, The Art of Game Design: A Book of Lenses, Elsevier/Morgan Kaufmann, Amsterdam, Boston.
The Sims, 2000-2015, video games, Electronic Arts, California.