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OT: nonlinear fiction -- was: Re: Non-linear full-2d writing (again)

From:Jim Henry <jimhenry1973@...>
Date:Saturday, January 28, 2006, 16:01
On 1/28/06, Sai Emrys <sai@...> wrote:
> From an offlist email (w/ permission): > > On 1/25/06, Yahya Abdal-Aziz <yahya@...> wrote:
> > 12. Your explication of non-linear fiction immediately put me in mind of > > "interactive novels", which sometimes require a truly admirable degree of > > cleverness in branching and rejoining different plot threads to achieve > > given states of knowledge at various points.
> If you are thinking of e.g. Choose Your Own Adventure books, those are > not nonlinear at all; they are merely branching (or 'customized') > linear. (Viz: the scene in /The Princess Bride/ where the kid corrects > the grandfather and says how the story is obviously *supposed* to go - > the story would still be linear either way, it's just a change in how > it turns out.)
The earliest Choose Your Own Adventure novels were simple tree structures, but some later ones, and many of those in other series (e.g., GrailQuest) were more complex networks.
> Every one that I have seen is exclusively intended to have one path > *at a time* that is possible; attempting to keep track of the full > tree
...or network?
>is extremely difficult. They definitely don't take advantage of > the actual structural net as an object in itself, which is what I was > imagining non-linear fiction (or poetry) would be like.
Some hypertext fiction, as best as I can tell, is something like this: the various branchings of the network don't represent alternate ways the story can turn out, but alternate facets of the story one can attend to at any given time; one is encouraged to read much if not all of it and get a feel for how the bits connect. In theory the same structure could appear in a paper book with sections and branchings. -- Jim Henry


John Vertical <johnvertical@...>
Keith Gaughan <kmgaughan@...>