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THE ORDER OF WRITING A NON-LINEAR NARRATIVE

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Normally, I start at the beginning of a story, go straight to the end, and stop. This becomes problematic when there are multiple branches--in this case, side conversations discussing the characters' pasts. I got most of the way through the game without even beginning on these side conversations, but now that I'm writing them, I really, really think I should have written each conversation at the point when it was first unlocked by the main storyline. (I'm having to go back and edit a lot of things to fit with what I've now decided about characters' personalities.)

How do you write the narrative for sidequests, side conversations, and/or multiple story branches?
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I think the way you're writing the main story is the problematic part, more than the way you're writing the sidequests. Planning is good. The more knowledge you have of your characters and your story direction as you're writing, the better. I don't always follow my own advice, but as a result I almost always have to go back and edit everything I wrote earlier in the story to match the stuff I came up with later.

With that in mind I think you should be able to do just fine writing the optional stuff after you're done the main plot. You now know exactly how much the characters know about each-other at that point in the storyline and exactly how much they'll know about each-other by the end of the game, and you can write the dialogue in such a way that it makes sense and feels meaningful for both of those situations and for any other point in between. I wouldn't do it any other way.
Personally, I prefer to write sidequest stuff at the time it becomes available. It helps me maintain the narrative vibe for that particular section of story, and also prevents "oops, the player didn't know that yet" mistakes.

But by the same token, it's so convenient to shelf stuff for later :D You have to discipline yourself one way or another, I suppose.
Make a flowchart of the game. What kind of nonlinear game will it be?

Static Non Linear: A game with a few deviations in the main plot like doing 2a instead of 2b, and leading the player to have a few endings. Flowchart Layout: Like a string with a few different threads spreading out.
OR
Dynamic Non Linear: A game with many choices that can dramatically affect the story.
Flowchart Layout:Like a web


Here are some handlers on designing major story elements if a main quest required the completion of a side quest:
  • Prevent story progression until the side quests are completed.
  • Let the story progress, but the player won't see the pieces of dialogue that related to the incomplete side quest.
  • Remove the side quest from being accessed or remove a story arc. (or replace them with different ones.)


I hope this helps in ordering your thoughts in your non-linear narrative.
For what it's worth, I outlined what would occur in each dungeon and each side conversation before I wrote anything past the intro. I just tend to view my stories as math problems--I can determine what will go into them, and guess at what will come out of them, but I need to at least make an effort at writing out how their elements interact before I can solve for every variable. (As a minor example, it wasn't until I wrote out one character's interactions that I realized one portion of her backstory made more sense if she wasn't a soldier, but was instead a mercenary on permanent loan to the military. This meant that I had to go back and rewrite a section where she mentioned her rank.)
In a lot of ways, the ideal non-linear game is a game design symphony. That may sound grandiose, but I don't mean it in a bland, broad sense. I mean that the game is a tightly built set of puzzles and designs, all interlocking and building on one another into a grand finale that ties everything together. The design is the symphony. The game is the orchestra. And you, the player, are the conductor.
For me, the ideal non-linear game allows the player to take the narrative in the direction they choose. A good example is an old piece of interactive fiction called I-0. It never tells you what to do. It presents you with a character and a problem, then lets you do what you want, and with each new game the story will likely turn out different. The problem of how to plan story branching takes care of itself when you don't have a set end point for the player in mind. (I realize this isn't the type of non-linear game the OP has in mind)
^ Yeah, no. I've played way too many interactive fiction games (including the one you just linked) where the set point I had in mind was one the programmer hadn't accounted for, and I couldn't think of any of the points he had. This goes beyond guess-the-verb and into guess-the-direction. I want games to have at least enough linearity that I know what is and isn't possible.
The very linear story is (relatively) easy to write. The very non-linear story, like that one, is also (relatively) easy to write. It's those of us trying to deliver to our players a cake and let them eat it too--meaningful narrative dependent on player choice--who really have our work cut out for us.

I can't offer advice other than not to do what I do, which is write things in whatever order I feel like, or whatever part I'm most excited about writing at the time :P That can't possibly be the best way. (Or can it?)

What advice do they give in writing classes and workshops, I wonder? Or do they have anything at all to say about this fascinating element we can add to our stories today that Shakespeare could only dream of?

I'm basically making a non-linear game similar in effect to Oblivion/Morrowind. There is a main story arc, but you can choose to start or drop it at any time and you can recruit up to 7 other team members to take with you on this journey. As a result, you can get close to some team members but not others. There are sidequests they all can take part in or not. The ending of the game and their future destinies rides on your relationships with them. It is a pain-staking task to keep track of the myriad of options the player COULD choose. So what I do is I literally spell out for myself in a Word document all the possible choices you can make with each character. Then I take EACH quest that could utilize said character and what choices would effect that chracter. Then I write the end game result based on a single deciding variable that gets added to or subtracted from based on your choices. So if its between such and such range, this happens at the end, if its in 'this' range, this 'other' thing happens, etc.
Now when I go to finally program this all out, I'm starting from the beginning and working my way to the end in chronological order. The style of writing will flow better that way since I'll be working with the relationship with the characters and have it grow in my mind as it grows in the game chronologically. Seems reasonable enough to me.
I think the most obvious example of this would be Hero's Realm. (Do I have to provide a link?) Basically you choose 4 heroes, their classes etc., then go on this grand journey where there are tons of sidequests and stuff. Pure RPG stuff. But what you need to do is bring something new to the table. Like, maybe a new mechanic or something, or deeper customization (bleurgh) and crap. Overall, it's an ambitious thought, and one that takes skill and time to succeed.
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