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READING 7: DOING

Illustration from Interface Illustration: Productive Work on dribbble.

There were not many changes that I needed to make when I received feedback from my peers. The feedback was generally positive and I was told that my paragraphs are straightforward and stay relevant to the point. I also reworded the highlighted sentences below as suggested. In the first and second paragraphs, I mentioned that linear narratives have a defined beginning, middle and end. My classmate pointed out that it was unnecessary to repeat myself so I edited one of the sentences. I initially had numbers beside the quotes that correspond to the references list at the bottom but changed it and placed the author's name and year of publication in brackets instead. 

Paragraphs with feedback applied:

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 (Aarseth 2012). Linear narratives follow a defined, chronological path. The player progresses through the game in a straight line by reaching predefined plot points. This is different from 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 offer 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 (Lindley 2005).  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 can experience the events of the entire game narrative in any order they please. However, 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 (Lindley 2005). Both open world and branching give the player more freedom and 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" (Costikyan 2000). 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

Aarseth, E. (2012) 'A Narrative Theory of Games', Proceedings of the International Conference on the Foundations of Digital Games, pp. 129.

Lindley, C.A. (2005) 'Story and Narrative Structures in Computer Games'. Bushoff, Brunhild.Ed, .

Costikyan, G. (2000) 'Where Stories End and Games Begin'.

Annotated bibliographies

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