Tuesday, 7 May 2013

Linear vs Non-Linear Narratives


This post is about the differences between linear and non-linear narratives in video games. Linear narratives are defined by the fixed manner that objectives are completed and the inability to change the storyline and ending. While non-linear gameplay can be characterised as having objectives that can be completed in different ways, branching storylines, and multiple endings.

Linear narratives present in video games create a story similar to watching a film were while the player is controlling the character and using them to progress the story they can not make any of their own decisions. This can be a problem as the player is stuck into the choices of the designer and this can affect the way the player enjoys the overall game. If the narrative is compelling enough the player may not even notice that there are not many choices and become immersed all the same.

Non-linear narratives give the player a lot of freedom and a lot more choice than linear games, it has become popular to allow the player choices while playing. Modern games in particular have a tendency to lean towards giving the player a sandbox to roam about in.

Sandbox games are the biggest example of non-linear narratives, they provide usually a large area for the player to have a choice over their actions. Most of the action adventure style games I have played recently have let me run around collecting animal skins, flowers, and doing random fetch quests in the pursuit of experience points, most of the time. Done right and the game continues to feel fun and I do enjoy the freedom to jump from tree to tree and ignore any quests but I know sooner or later to finish the game I need to start the quests I should have been completing.

Open ended game play like The Sims and Minecraft are other examples of non-linear game. They give the player a world with set rules but no detailed narrative, to play the game you build your own and there is not an ending in the same sense of other games.

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