Non-linear and Multilinear Stories – Demon’s Souls Taking The Next Step?

There’s no mistaking the fact that the most interesting experiments in non-linear or multilinear storytelling are happening in video games. As story and character become an increasingly important element of the gaming experience, with top notch writing and acting starting to become commonplace, it’s interesting to see the ways that these new techniques will filter back into traditional storytelling.

I was amazed by Dead Space’s ability to maintain the mise en scene by making sure that menus didn’t pause the game and were completely diagetic – you never left the story and terror could really be around any corner. In my mind, it was a breakthrough that people haven’t fully realized yet. But Demon’s Souls takes the next step in a million tiny ways. Most importantly, they’ve redefined traditional online play into a collaborative, multilinear experience.

As you move through the world, you see ghostly figures that are actually other players who happen to be in the same place in the world map as you are. You don’t actually play with them, but you can see their movements through your area, helping you see if there are enemies up ahead. And each player is encouraged to leave notes for each other about what may be in store for them ahead.

These two simple elements have completely changed the way the story unfolds. Unlike traditional online game play that is often totally distinct from the single-player campaign, Demon’s Souls completely merges those experiences.

Sacrificed here is story, though. I’m excited to see how this type of non-linear multi-user approach could be applied where story and character play a larger role. Even more so, how could this approach be applied to traditional storytelling?

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