Difference between revisions of "Linear"

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''   For the game by [[Kai Roos]], see [[Linear (game)]].''
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Of a [[narrative]], the quality that events are related according to an obvious ordering principle, especially time sequence.
 
Of a [[narrative]], the quality that events are related according to an obvious ordering principle, especially time sequence.
  
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It is generally considered more difficult to produce a highly linear game which provides a satisfactory level of [[interactivity]]. However, it is likewise difficult to produce a highly alinear game which offers a coherent narrative or [[plot]].
 
It is generally considered more difficult to produce a highly linear game which provides a satisfactory level of [[interactivity]]. However, it is likewise difficult to produce a highly alinear game which offers a coherent narrative or [[plot]].
  
-- LRR 7-30-02
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[[Category:Glossary]]
 
[[Category:Glossary]]

Revision as of 17:08, 17 March 2006

   For the game by Kai Roos, see Linear (game).

Of a narrative, the quality that events are related according to an obvious ordering principle, especially time sequence.

In a work of Interactive Fiction, linearity is a metric of how many 'paths' exist from the beginning of the work to an optimal ending. A totally linear work would have only one possible path. (Consequently, only one winning walkthrough would exist). More conventionally, a game is said to be linear if, at any time, there is exactly one action that will advance the narrative in a significant way.

It is generally considered more difficult to produce a highly linear game which provides a satisfactory level of interactivity. However, it is likewise difficult to produce a highly alinear game which offers a coherent narrative or plot.