My current project is to create an interactive, screen based, non-linear narrative, using hyperlinks as navigation. A mouthful, I know. Anywho, there are a few ways I could tell the non-linear narrative, whether it be through a story (existing or made up), a journey, a set of instructions, a recipe, the list is endless.
First though, I really need to find out:
1. What non-linear structures look like.
2. Examples of the medium.
3. How is web-art made interesting.
Just as a start.
So first of all, we all know that a linear structure is something that flows in a straight line, like A to B, A to B to C, or even A to B to C to D. Generically, linear narratives have a beginning, a middle and an end.
So a non-linear structure is the opposite: the story, whatever it may be, doesn't go in a straight line, can be chopped up and can, at times, and certainly in this case, mean that the reader has a certain amount of control over the story. For example, with linear narratives, the creator has set out the steps or connections of all the different sections of the narrative, meaning they have the ultimate control. With non-linear, the reader makes choices, so although the writer has an element of control over the overall plot, the reader will make the choices in order to determine the outcome of the story. A non-linear narrative is often flexible and can have multiple outcomes, whereas a linear narrative has a set path, with one ending.
This project is about making something people can navigate and get a different experience each time.
So what type of structure does this type of non-linear narrative use?
Well thanks to Anthony who gave a us a PDF file to look at, here are some:-
Cul-de-sac Scenario - Quite basic for the project with a definite outcome. |
Branching - Is again quite a straightforward format. Although there could be endless outcomes the story would flow in a very linear way, with choices being made by the reader to determine which outcome the story will finish with. There is definitely more control on the reader's part here. |
Branching with Foldback - So even though choices are made, the story will follow the same path each time. Could it be possible to do something like this, but expand on it, so there are more outcomes? |
Parallel Streaming - Quite like this idea. There is a definite plot, however many choices can be made each time the reader has a turn. Would have to think how the story could link in so many ways, so it would make sense. |
So there are many ways of presenting a nonlinear narrative. I think I shall first think of a plot then work around that, thinking of the choices that can be made.
I found this really amazing website recognising the patterns of the structures in these types of stories. It also gives you the chance to have a go. I didn't get very far.
Its really interesting to see actually how many potential outcomes there could be and how many different ways there are at achieving the outcomes; this is something I need to consider. The books were often written simply for the variable-plot line format but it looks really complicated thanks to the animations!! Seeing it visually in this way makes it a bit daunting (trying to actually begin a plan is even worse though!) I also noticed that as the story progressed not all the pages gave an option and thus the story is forced in some areas - this is probably so that the story flows as if it was seamless. It will need to make sense!!
A link to more examples of data visualisations of CYOA books. Seeing a structure layout in this way (i.e. flowchart) does help the understanding of how to produce a narrative. Could incorporate many things - dead ends, certain forced path sections etc etc.
Choose Your Own Adventure books became popular in the 1980's, the reader, controlled the story and decided the fate.There are many examples though, of this kind of format being used on the internet, and this is what I will be looking at achieving for this project.
So I searched:-
Interactive Gamebooks
Interactive Fiction
Text Adventures
which has given me an idea of how the medium works
Some examples of Interactive Online Text Adventures here, here, here, and here, with lots of information and a history of the medium here and here.
Text Adventures was particularly useful, because it shows other features a story could have (i.e. an inventory section) which makes the story a bit more interesting (though that, at the moment, might be a bit adventurous!!)
So to finish here is a link to a website showing many examples of CYOA books.
I'm off to plan potential layouts!
A link to more examples of data visualisations of CYOA books. Seeing a structure layout in this way (i.e. flowchart) does help the understanding of how to produce a narrative. Could incorporate many things - dead ends, certain forced path sections etc etc.
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Choose Your Own Adventure books became popular in the 1980's, the reader, controlled the story and decided the fate.There are many examples though, of this kind of format being used on the internet, and this is what I will be looking at achieving for this project.
So I searched:-
Interactive Gamebooks
Interactive Fiction
Text Adventures
which has given me an idea of how the medium works
Some examples of Interactive Online Text Adventures here, here, here, and here, with lots of information and a history of the medium here and here.
Text Adventures was particularly useful, because it shows other features a story could have (i.e. an inventory section) which makes the story a bit more interesting (though that, at the moment, might be a bit adventurous!!)
So to finish here is a link to a website showing many examples of CYOA books.
I'm off to plan potential layouts!
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