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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Return to [[Glossary]]
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== Discussion ==
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==Links==
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* [http://jacl.game-host.org:8080/dfisher/ifgems/gems_10.html#10.5 Linearity] and [http://jacl.game-host.org:8080/dfisher/ifgems/gems_10.html#10.4 Multiple Paths] in the ''IF Gems'' review quotes collection (also available from the [http://mirror.ifarchive.org/if-archive/programming/general-discussion/IFGems.zip IF Archive]).
  
Hmm.... "an obvious ordering principle"... When speaking of narrative, is there really any other obvious ordering principle <em>other than</em> time?  Flashbacks and gimmick narratives that begin with the last chapter and end with the first still progress chronologically within the segments. -- DGJ 20 Aug 2002 (also added a few links)
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[[Category:Glossary]]

Latest revision as of 08:54, 28 March 2008

   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.


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