Linear: Difference between revisions
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==Links== | ==Links== | ||
* [http:// | * [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]). | ||
[[Category:Glossary]] | [[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.
Links
- Linearity and Multiple Paths in the IF Gems review quotes collection (also available from the IF Archive).