Difference between revisions of "Linear"

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-- LRR 7-30-02
 
-- LRR 7-30-02
  
 
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[[Category:Glossary]]
Return to [[Glossary]]
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== Discussion ==
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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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Revision as of 10:26, 1 January 2005

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.

-- LRR 7-30-02