The inherent structure of multimodality can best be described as a web-like network of information, presented and processed in a non-linear form, and without a set order. This can be seen in broader examples of multimodal composition–webpages (like this one), the internet, online data storage programs–and in more creative, story-oriented products, like open-world or butterfly effect video games or interactive film media.
A much more solid example of this nebulous or non-linear nature can be seen in Angela Haas’s article on the Wampum Belt.
The structure of the game is similar in nature to most multimodal compositions. Beyond the beginning introduction to the world and gameplay tutorial, players are free to do what they want from the start, in whichever order they choose, and with a variety of outcomes. Players can follow from one given mission to the next, stumble upon missions, or free-roam the world with the sole aim of looting and fighting.
They may ally themselves with one or more of the factions in the game, and need only to get to the site of that first recruitment mission to get started on that path–which they could technically do at level 1, with zero experience and very little knowledge of the game. The success of one mission can lead to the player being given another optional mission, but this isn’t always the case. Many missions are unrelated and have no significant outcome on the storyline. Players can go from any one location to any other location, without barriers. They can even fight bosses that are at a higher level than they are (although the game does encourage players to come back once the fight is fair).
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