Wednesday, November 12, 2025

Non-Linear Narrative

Actually, non-linear plotting. Maybe that's why the simple-concept, easy-to-write books are taking so dang long in reality. 

Sigh. I set out to give this one a clearer plot progression. Distinct breadcrumbs; each plot point was something specific Penny needed to know, and took a specific measure to learn. And there would be a defined moment when she learns the thing.

Also, the plot would change course. Not just the direction of the next question, but the shape of the world. Largely, that has turned into different environments the plot takes her. Where I am in the story right now, it took her into the reservations. So this is the desert level, right after the underwater level that everyone hates.

(Huh. I just realized that in Horizon: Forbidden West the underwater level is in the desert level!)


I knocked down a lot of the reaction, by military, law enforcement, mystery men in black trucks, etc. I always seem to cut back from what I imagined in my outlines, to where there's less action, fewer bad guys, less intense emotions and all-in-all a more restrained (ahem; "realistic) scene. 

So the world changing is mostly that Penny gets kicked off the dig. And that's as much a change in environment as it is the world changing in response to her efforts. 

And here I am again, sending her on a quest after a specific question (who are these guys in a truck following me around) and discovering, Dirk Gently style, random ideas that eventually synthesize into a new realization.

Okay. Heading into the climax of Horizon Zero Dawn, Aloy puts together that HADES inspired the Shadow Carja to attack Meridian so HADES could get access to the MINERVA array and achieve its own goal (aka, wake up the ancient war machines and wipe Earth clean of all life). This is something Aloy puts together not because of specific clues, but through a gestalt of understanding how Zero Dawn worked, what HADES was programmed to do, what role MINERVA had in the project, and so on.

This despite that on a day-to-day, mission-to-mission level, Aloy is, "go there, talk to this guy, figure out how to climb to a place, beat up the machines there, return to the guy, fight totally expected boss-fight machine that shows up for no reason, collect XP and a new bow."

Because that's what I was thinking of in terms of linear plot. Bad guys have the McGuffin. Chase them. Guys with guns get in the way. Shoot them. Lather rinse repeat.

I'm just talking myself up to why I think the next book won't be as hard.