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  Linearity and Medium
by JB Vorderkunz on 08/26/09 02:43:00 am
2 comments Share on Twitter Share on Facebook RSS
 
 
  Posted 08/26/09 02:43:00 am
 

Interactivity is the obvious demarcator when defining videogames in contrast to older entertainment media.  Linearity is supposedly a corollary of this: VGs, being interactive, are nonlinear, while films/TV shows/books are not interactive, and are thus linear experiences. 

But is this idea consistent with actual patterns of modern consumption?  Specifically, does playing a videogame allow for the player to consume the content outside of the designer's intended structure? Is a reader or viewer capable of consuming a book or movie/show with disregard for the creators' intent?  While abhorring an Absolute, I'd say No & Yes. 

I know people who skip to the end of a book to see the ending (in both fiction and non-fiction).  Before purchasing the item, they want to know if it's "worth it".  Whatever happened to "it's the journey not the destination", eh people?  Further, DVDs allow the viewer to skip around to any point in a movie/show they wish; streaming media allows instant replay of a moment or scene, and given buffering, jumping ahead as well.  However, you can't simply skip to the final boss, can you?

The content of older media is static, and thus encourages nonlinear consumption (at least in repetitious consumption), but the content of VGs is dynamic (to varying degrees, of course) even as the consumption of that content is linear (for the most part). 

Granted, there are exceptions to every rule, but I think that the concept of linearity in games is popularly misunderstood.  The linearity of an experience, when measured against the creator/designer's intent, seems to be most stable within the medium of videogames: the audience must follow the cues of the code, not the whims of their thumb. 

There are lots of ways to disagree with me, and I'm happy to read them =)

 
 
Comments

Erik Hanson
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I'm not sure you're giving authors enough credit. I know at least that poets often struggle with this issues when laying out the order of their books, and I wouldn't be surprised if some prose masters had an understanding of the printed form in mind as they composed their works.

JB Vorderkunz
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Hmm... other than 'experimental prose', I don't think there are many authors designing their work with the understanding that some readers can and will jump in at several points, rather than reading from beginning to end. "Masters" certainly write with enough skill (i'm thinking G.R.R. Martin here), that jumping in on the ending or in a random chapter will still be rewarded with great reading, but the overall experience will not have been the same.

'SoI&F: Game of Thrones' SPOILER ALERT -
If someone jumps to the end to see that Ned has been executed, they certainly won't have the same reaction as a reader who started at the prologue and moved forward sequentially from there; it's just not the same because the sequence of scenes and the corresponding emotional reactions isn't in place.

With (most) games, this isn't a problem, because the player cannot 'jump' ahead of the designer's intent.


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