To continue our discussion of "true non-linear: narrative you will need to consider the following:
- What definition of non-linear are we discussing: non linear structure (what systems construct the narrative), non-linear narrative (the way the story is delivered)
- How do the terms multilinear, non-linear and anti-linear relate
- What "non-linear" techniques avail themselves solely to interactive fiction?
In class, I'll also transition to the challenge of delivering educational content, when education often follows a very linear structure of matriculation. Our next topic of discussion is Games and Learning.
We will do an analog exercise to help you understand pathing a story. In the exercise, note how large events may be easier to relate than small events.
Optional additional reading:
You may be interested in the following software:
Games
Indigo Prophecy - PC Demo installer (trailer) | |
Facade (Mac or Windows install): (here's the trailer) | |
Shenmue / ShenMue II (show in class) - feel free to review one my favorite videos that reminds us about how far video game dialogue and inquiry have yet to go | |
Authoring: You may use these for your final game IF you also create game art (for content in the fiction or as "promotional material") | |
Inform 7: A design system for Interactive Fiction | |
Story World Authoring Tool (SWAT): Storytron authoring tool and resource for interactive Fiction. This product is associate with Chris Crawford and Laura J. Mixon. This tool will create Java i-fiction for you. |
*Hype linear isn't a "real industry term", but I wanted to emphasize the hype around some "non-linear" experiences.
last updated October 19, 2009