Difference between a linear and nonlinear story structure
The most common storytelling structures that are present in games are linear and nonlinear, since there is no single mode of narrativity in entertainment software [1]. Linear narratives follow a chronological path with a defined beginning, middle, and end. The player progresses through the game in a straight line by reaching predefined plot points. This is different to games with a nonlinear structure because they provide the player with the freedom to make decisions that can influence the story. The player's choices offers them several possible endings. There are games that have a combination of both structures.
Three act structure
The three act structure is a method of linear storytelling which divides a plot into a beginning, middle, and end. This model is widely used for designing a high level framing narrative for computer games [2]. The conflict is introduced at the beginning, followed by the play out of consequences, and completed with a resolution to the conflict. The structure is typically implemented by presenting the main plot points as non-interactive cutscenes throughout the gameplay. The player is expected to complete tasks in between in order to finish the level. This structure works efficiently in games because it provides the player with a goal to solve the story's main conflict.
Nonlinear substructures
Open world and branching are the main categories within the nonlinear structure. In an open world, the player is able to experience the events of the entire game narrative in any order they please. The player has more freedom to explore but there are also limitations to keep them on track as they move through the game. The branching category can either follow the structure of a tree that branches out with a number of different possible outcomes, or have several plot lines which lead to the same destination. Giving the player the ability to impact the story enhances the feeling of the narrative's significance [2]. Both open world and branching give the player some sense of control over the game narrative.
Combining linear and nonlinear structures
A story is typically linear and a game is nonlinear. Giving the player a sense of control brings meaning to their gaming experience. "Games must provide at least the illusion of free will to the player" [3]. Therefore, a game designer must be able to apply a linear story structure effectively while still allowing the player to feel as though their actions are influencing the narrative. If the player is bound to the path of the story, it results in a less satisfying game and feels more like a story alone. The combination of linear and nonlinear structures in games allows two opposites to tell a story in an engaging way.
References
[1] Aarseth, E. (2012) 'A Narrative Theory of Games', Proceedings of the International Conference on the Foundations of Digital Games, pp. 129.
[2] Lindley, C.A. (2005) 'Story and Narrative Structures in Computer Games'. Bushoff, Brunhild.Ed, .
[3] Costikyan, G. (2000) 'Where Stories End and Games Begin'.
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