Nonlinear narrative
Nonlinear narrative, disjointed narrative, or disrupted narrative is a
Literature
Beginning a non-linear narrative
From the late 19th century and early 20th century,
Examples of nonlinear novels are:
- Laurence Sterne's The Life and Opinions of Tristram Shandy, Gentleman (1759–67)
- Thomas Carlyle's Sartor Resartus (ca. 1833)
- Ford Madox Ford's The Good Soldier (1915)
- William Faulkner's The Sound and the Fury (1929)
- Sadeq Hedayat's The Blind Owl(1937)
- James Joyce's Ulysses (1922) and Finnegans Wake (1939)
- Flann O'Brien (pseudonym for Brian O'Nolan)'s At Swim-Two-Birds(1939)
- Juan Rulfo's Pedro Páramo (1955)
- William S. Burroughs' Naked Lunch (1959)
- Joseph Heller's Catch-22 (1961)
- Muriel Spark's The Prime of Miss Jean Brodie (1961)
- Julio Cortázar's Hopscotch (1963)
- N. Scott Momaday's House Made of Dawn (1968)
- Kurt Vonnegut's Slaughterhouse-Five (1969)
- Tim O'Brien's Going After Cacciato (1979)[5]
- Stephen King's It (1986)
- Milorad Pavić's Dictionary of the Khazars(1988)
- Michael Ondaatje's The English Patient (1992)
- Irvine Welsh's Trainspotting (1993)
- Arundhati Roy's The God of Small Things (1997)
- Michael Ondaatje's Anil's Ghost (2000)
- David Mitchell's Cloud Atlas (2004)
- Jennifer Egan's A Visit from the Goon Squad (2011)
- Erin Morgenstern's The Night Circus (2011)
- Will Self's Umbrella (2012)
- Anthony Doerr's All the Light We Cannot See (2014)
- Emily St. John Mandel's Station Eleven (2014)
Several of Michael Moorcock's novels, particularly those in the Jerry Cornelius series, in particular The English Assassin: A Romance of Entropy (1972) and The Condition of Muzak (1977) are notable for extending the nonlinear narrative form in order to explore the complex nature of identity within a multiversal universe.
Scott McCloud argues in Understanding Comics that the narration of comics is nonlinear because it relies on the reader's choices and interactions.
Film
Defining nonlinear structure in film is, at times, difficult. Films may use extensive
Silent and early era
Experimentation with nonlinear structure in film dates back to the
Post-World War II
In the United States, Robert Altman carried the nonlinear motif in his films, including McCabe & Mrs. Miller (1971), Nashville (1975), The Player (1992), Short Cuts (1993), and Gosford Park (2001).[14] Woody Allen embraced the experimental nature of nonlinear narrative in Annie Hall (1977), Interiors (1978), and Stardust Memories (1980).
1990s and 2000s
In the 1990s,
In the years leading into and the beginning of the 21st century, some filmmakers have returned to the use of nonlinear narrative repeatedly, including
Television
United States
In
The past in certain episodes
Some television series use nonlinear narrative in certain episodes to fully explore an important part of the main characters' past. An example is
The future or past throughout the series
There are certain television series that use nonlinear narrative to explore the past - or future - of one or various characters throughout its whole run. The
.As a narrative hook
Some television series use nonlinear narrative in the beginning of a season as a
To mimic human memory
Another reason why a television series uses nonlinear narrative is to better portray the way human memory recalls events. In its
Other examples
In its
used nonlinear narrative extensively.Even though it is not common, some comedy also shows use nonlinear narrative. An example is the
Other examples of nonlinear narrative in American television are:
Japan
Japanese
.Video games
Some video games mimic film non-linearity by presenting a single plot in a chronologically distorted way instead of letting the player determine the story flow themselves. The first-person shooter Tribes: Vengeance is an example of this; another is Sega's Sonic Adventure.
A nonlinear plot structure may or may not be combined with branching:
All of Quantum Games were developed nonlinear structures into the style of hyperlink cinema.
Some games tell their nonlinear story without the player being able to change any (or very little) of the plot structure. For example,
Indie game Fragments of Him also begins in medias res but, in addition to the nonlinear beginning, it later jumps between characters to build the story and character relationships in a nonlinear fashion, and a subtle branch means that players may see the stories in a different order if they walk into a different room at the beginning.
Indie developers
Often game developers use the idea of character amnesia in games. It helps give the game a beginning because the audience only has the understanding that there is a history before the events of the game take place. Furthermore, by creating a nonlinear storyline the complexity of game play is greatly expanded. Nonlinear game play allows for greater replay value, allowing the player to put together different pieces of a potentially puzzling storyline. A fitting example of character amnesia is the 2005 video game Façade. In Façade the player is put into a situation that lasts approximately 10 to 15 minutes in real time, yet the events recalled seem to have a basis in years of dramatic history.[16]
HTML narratives
This section needs expansion. You can help by adding to it. (November 2022) |
In contemporary society webpages or to be more correct, hypertext, have become affluent forms of narratives.[citation needed] Hypertexts have great potential to create non-linear forms of narratives. They allow for individuals to navigate within the story through links, images, audio and video, consisting of multiple subtopics that do not force the audience to make their next selection based on what their previous experiences are.[citation needed]
See also
- Anachronistic
- Chronology
- Experimental fiction
- Exponential time
- Fabula and syuzhet
- Hyperlink cinema
- Hypertext fiction
- Interactive narrative
- List of cycles
- Metacognition
- Metafiction
- MS Paint Adventures
- Nonlinear narrative films
- Nonlinear television series
- Reading path
- Sense of time
- Sequence
- Spacetime
- Stream of consciousness
- Time in physics
- Wheel of time
References
- ISBN 978-0-19-993710-3.
- ISBN 90-04-09530-6.
- ISBN 9780802098436.
- ISBN 0-521-55544-2
- OCLC 26763542.
- ISBN 0-240-80384-1.
- ^ Debruge, Peter (December 7, 2007). "More scripts take nonlinear route". Variety. Retrieved on February 3, 2008.
- ^ ISBN 0-240-80849-5.
- ^ ISBN 0-240-80225-X
- ^ "Godard only knows...". The Observer. November 26, 2000. Retrieved on February 2, 2008.
- ISBN 1-74114-083-8
- ^ "Nicolas Roeg on Don't Look Now[permanent dead link]". Channel 4. Retrieved on February 2, 2008.
- ^ Kinder, Marsha "Hot Spots, Avatars, and Narrative Fields Forever Archived 2008-08-20 at the Wayback Machine". Film Quarterly. Vol. 55, No. 54. Retrieved on February 9, 2008.
- ISBN 0-7425-3289-5
- ISBN 0-415-26268-2
- ^ Chen, Sherol. "Nonlinear Storytelling in Games: Deconstructing the Varieties of Nonlinear Experiences." Expressive Intelligence Studio Blog | EIS at UC Santa Cruz. Web. 17 Nov. 2009. <http://eis-blog.ucsc.edu/2009/08/nonlinear-storytelling-in-games-deconstructing-the-varieties-of-nonlinear-experiences/>.
External links
- Cowgill, Linda. Non-Linear Narratives: The Ultimate In Time Travel
- Denby, David. "The New Disorder: Adventures in film narrative". March 5, 2007. The New Yorker.
- Eckel, Julia. Twisted Times: Non-linearity and Temporal Disorientation in Contemporary Cinema". In: Eckel et al.: (Dis)Orienting Media and Narrative Mazes. Bielefeld: Transcript 2013.