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Topic: linear or non-linear...?

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17 DEC 2002 at 7:48pm

MichalN

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Originally Posted By Rael (17 DEC 2002 7:12pm)
See? You also can't argue with me

Indeed, you big sissy


Yes but come on, having or not Sophia by your side was a big difference.

Yes and no... the puzzles were different (though not all of them I think) but the story was still quite similar. The locations you visited were nearly identical. I'd say Indy IV had multiple solution paths (for about 70% of the game) but not multiple storylines.
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17 DEC 2002 at 9:17pm

Nellie

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I prefer non-linear puzzles (meaning, solve them in any order, rather than have different puzzle paths), but don't care too much whether they are or not (providing they're good).

I like to play games with both linear and non-linear plot paths, though the greater proportion of games with linear stories already out there means that I'd like to see a lot more games with non-linear stories.
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18 DEC 2002 at 4:41am

Gamaholic

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Linear adventure games...they are like one big logic puzzle to solve (and I love logic problems).

Non-linear RPGs (explore, explore, explore).
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18 DEC 2002 at 8:21am

sennebec

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Originally Posted By MichalN (17 DEC 2002 6:29pm)

Hmm, looks like I opened a can of worms



excuse me, michal...
but i started this thread and i think i am bestowed with the great honor of opening this particular can of worms...  


still gaming...

 


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18 DEC 2002 at 8:43am

BBQ

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TLJ has multiple paths (right now I can only remember the one at the beggining - work for the night or go the date), and I think at least that part in the space station is a little non-linear. (Of course that doesn't make the game so)
Post Mortem is a multiple-paths, non-linear, multiple-endings game...

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18 DEC 2002 at 11:56am

Helen

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Personally I agree with Rael's interpretation of linear and non-linear, I do prefer non-linear games like "Outcast" , because if I cant finish a task I can try something different, in a linear game if you are stuck, you cant move on, but thats NOT to say I dont like linear games, just prefer to be able to try something else, and not threaten  to kick in my computer monitor when I get stuck.  


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18 DEC 2002 at 12:19pm

Agustín Cordes

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Personally I agree with Rael's interpretation of linear and non-linear, I do prefer non-linear games like "Outcast" , because if I cant finish a task I can try something different, in a linear game if you are stuck, you cant move on, but thats NOT to say I dont like linear games, just prefer to be able to try something else, and not threaten  to kick in my computer monitor when I get stuck.

That's why I prefer non-linear games too. Also, you can do more exploring in those.

And I don't think that's my interpretation - as far as I know, this has been the definition of linearity since the old days.

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18 DEC 2002 at 3:39pm

Teo

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Linear!

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18 DEC 2002 at 4:10pm

mszv

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Thanks Rael for the excellent description.  From what I read, Rael's descriptions are the standard ones in the  industry.

I usually say I prefer non-linear gameplay, but there are exceptions.  For third person games I think linear often works better.  For first person games, non-linear seems to be more natural.  There are, of course, exceptions.


Regards, mszv

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18 DEC 2002 at 8:15pm

Elfstone

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I vote for non-linear, but I have to drop a few lines about it. There are not many adventures which are truly non-linear I would say.
I hate those games which give you one screen and some puzzles and you have to solve the puzzles to leave the screen.
If this happens once it's ok, but not if this static gameplay is used all the time.

I think it is most common for adventures to be mainy linear. Some of them just have the non-linear feel to them. In my opinion linearity keeps intact the storyline. I imagine it's hard to design them non-linear.

In RPGs I definitely prefer non-linearity. But that's nonsense. Many of my favorite RPGs are absolutely linear. Because many of them are console RPGs like Lufia, Secret of Mana or Breath of Fire. Those are purely linear.

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19 DEC 2002 at 3:17pm

Aquarius

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If I have the choice, I'd vote non-linear. But I haven't played a truly nonlinear adventure game yet. Are there any at all? I am playing Morrowind and am fascinated by the freedom of choice and movement in that game. I would like to see that freedom in a pure adventure game. BTW, I think that games like Morrowind or Gothic or Deus Ex are not very far from Adventure games.

On the other hand I don't mind a well made linear game. Syberia and TLJ are among the best games I ever played, partly because of these games' great and rich stories. Nonlinearity might have led to distraction here. In Morrowind, I sometimes feel it hard to keep track of the main story (or "quest", like they say in RPGames). Apart from that, very nonlinear games seem to be very difficult to make. I haven't seen any without minor or greater gaps/flaws in the game logic. Like you can ask people about things you aren't supposed to know about yet.

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19 DEC 2002 at 4:30pm

dimidimidimi

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I'm playing Morrowind right now also and its non-linearity is both good and bad imo. The game pays a big trade-off for this non-linearity. All the characters give the same answers to the same questions. They just stay where they are all the time and seem like they have nothing to do.

And this seems to be a result of the openness of the game, since the fact that you can go anywhere whenever you want results in the necessity for sticking the NPCs where they are so that you are going to find them whenever you want.

This is why I like a linear approach better in adventures, because the non player characters get more personality and it seems more like a real story to me.
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19 DEC 2002 at 6:22pm

Aquarius

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Yes, the static behaviour of the NPCs in Morrowind is sort of strange. Most of them just stay at their places forever, no matter whether it's day or night, rainy or sunny. This doesn't annoy me very much though, for me it even contributes in a special way to the game's phantasmagoric atmosphere.

I don't agree though that this is an inevitable price for nonlinearity in gameplay. In Gothic2, for example, a RPG similar to Morrowind recently released, many NPCs have their own cycle. They work in the daytime and when it gets late they enter their houses and go to bed, or assemble in pubs and bars or enjoy themselves in the local brothel (
). This is the most living virtual world I have ever seen in a game.

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19 DEC 2002 at 8:41pm

JP

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Pretty much all adventure games are linear! - the end result is always preprogrammed no matter what actions you take to get there!
RPGs are often non linear because your actions can change your character or the end result i.e Vampire The Masquerade-Redemption, Planescape - Torment etc.
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