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Non-Linear or Story
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Non-Linear Games, Good, Bad, or Ugly
The Good
80%
 80%  [ 12 ]
The Bad
20%
 20%  [ 3 ]
Total Votes : 15

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Setu_Firestorm
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Joined: 26 Mar 2003
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PostPosted: Wed May 19, 2004 2:48 pm    Post subject: Reply with quote

Heh. I wasn't aware that there was any such thing as a good RPG that had no plot.

I pretty much think the same as MCW and Shadow. It really depends on the kind of game it is. I've played a lot of non-linear games that rocked and some linear games that were outright horrid.
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Dan the Man Entertainment




Joined: 31 May 2003
Posts: 204

PostPosted: Fri May 21, 2004 11:58 am    Post subject: Reply with quote

Well.......

I would give a 50/50 for story games. Often, the storylines in games get me hooked and give me motivation to play the game again (I.E. Legend of Zelda: OOT and Seiken Densetsu 3). Other times, the storylines are boring, repetitive, confusing, and require about 30 minutes of tapping the A button (Sword of Mana, Starfox Adventures).

As for non-linear games, I don't think I've ever played one.
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RPGrealm5
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Joined: 17 Apr 2003
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PostPosted: Mon May 24, 2004 11:14 am    Post subject: Reply with quote

If an actual non-linear game was released somewhere, somehow...then it would have to be close to perfect. I like non-linear games because they let you write your own stories. Absolute freedom. I think it blows story based games out of the water. (I doubt I'll ever play a complete non-linear game though, it's NON-LINEAR!)

....
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Valiant Warrior
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Joined: 16 Mar 2003
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PostPosted: Tue May 25, 2004 4:57 am    Post subject: Reply with quote

MCW said:
"Hahaha, NEVER call ff6j non-linear. By non-llinear we're talking about.. non-linear, ENTIRELY. Play Super Metroid, if you want an example."

Dude, FF6 is linear story wise, but at least you have wander space, which is more what I was referring to.
"Also look at FF3 for SNES (aka FF6) that has a definate story, it has a path, but you still have soooooo much freedom to move around. "
Look, I said it has a path and story, read and UNDERSTAND before laughing.
As for Metroid, I own all of them except for Prime, and have played each one. I know about Metroid. But I'm afraid it falls into the same category as FF6 if you won't consider it non-linear, in then of Metroid, you still have achieved the same goal via the same items and same path. End of story.

Sonic, and Mario, as I mentioned, are completely linear, no free movement at all.

I mentioned something related to this in another thread I think Darklands is a complete open ended game. The story is THERE IS NO STORY. The objective is to become as well known as you can across medievil Germany. You design your own characters. And by that I mean you completely create them- gender, attributes age, but not just that, background, occupations in the past, rich or poor, tons of stuff until he's created. Then you color their clothes and choose their coat of arms and after you've made your party you are just plopped down into a town to begin. All you do is talk to people, save people, etc. No story, no path, just free movement. That is non-linear. That is fun and addicting, despite the cruddy graphics, and lack of story. It is fun.

DukeofDellot I think I mentioned that game in your thread.

Look at Dungeon Crawlers, they're pretty open ended, you might be given an objective, but overall you've got no story. Look at MMORPGs, they can't be too story based, they rely off sidequests and such so that it is easier to join in and play.

I'm sure there are open ended games with stories. Let's say you choose one path, this causes new events to change and the story to change. Let's say Sheila (just a random name) dies from your party because of a chouice. Story shifts, now you've got a big guilt complex in your character, and he decides to go off onto a revenge path instead of the other path. Let's say because Sheila dies, she wasn't there to adopt some kid that shows up in the game later. You miss a character. Instead you're not slowed down by the kid, move along quicker, and can go to more place. You meet a bandit, who joins you, Sheila never would've let a bandit be with a kid. Everything branches off to add to the story, so in the ned yopur story is made, not determined, made by the coices, people, places, and things that you come into contact with.
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Kenji Murasame
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Joined: 06 Nov 2003
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PostPosted: Thu May 27, 2004 3:44 pm    Post subject: Reply with quote

Hurm, something overlooked. A non-linear story is a "gameplay story".. simply explaination is, you are making a choice which changes the outcome; that's gameplay.

Most RPG's just use story as backdrop; because well, it's easier. A story isn't just what you hand to the player anyway; the gamer makers their OWN story.. Like the story about how they beat Kraken with only their white mage... This is a story too. All games tell a story as they unfold.

But more on what people are talking about: A game should always have a story of some sort. I tend to think too much story is killer to a game.

I've noticed far too many OHR rpgs have boring intros and story scenes, although we are accustomed to long story scenes these days, but these are CGI scenes and look nice.. too much text and automation gets on my nerves... I hit the ESC button until the nightmare is over and then quit.
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Junair Wiare
I wish I'd drawn my avatar.




Joined: 03 Jun 2004
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PostPosted: Thu Jun 03, 2004 10:07 pm    Post subject: Reply with quote

Linear or Nonlinear... Well, here's how [i}I[/i] think of it. If you want nonlinear gameplay (in an RPG that is, I'm all for nonlinear in others) then go do text based roleplay. Heck, even if you DO like linear, go text based roleplay. Which is enough of a plug for that. I think of it like this, Linear offers the player an opportunity to get really really involved in this story. If it's well crafted, that is, al la FFX. Whereas nonlinear can offer the player the opportunity to get really, really into the gameplay. The two have different objectives. Oh, and on the story webs, I think thats occurred to everyone at sometime...
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Soule X




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PostPosted: Wed Oct 06, 2004 10:44 pm    Post subject: Reply with quote

Dragon Warrior is a great example of a very well done non-linear RPG. That game really stressed exploration. While there was a story, you weren't drawn in to it so much as to not be able to decide what path you wanted to take. Instead, you saw bits and pieces of the story as you explored. The only thing that stopped you from entering new areas (with some exceptions) was a strong monster, which you could defeat if you put the effort into leveling.

I just think when done well, like Dragon Warrior, a non-linear RPG far surpasses a linear, story-driven game.
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Shadowiii
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Joined: 14 Feb 2003
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PostPosted: Wed Oct 06, 2004 10:55 pm    Post subject: Reply with quote

Great, another dead thread reviver.
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The Wobbler




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PostPosted: Wed Oct 06, 2004 11:21 pm    Post subject: Reply with quote

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Uncommon
His legend will never die




Joined: 10 Mar 2003
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PostPosted: Thu Oct 07, 2004 5:59 am    Post subject: Reply with quote

Shadow, if he's actually partaking in the discussion, don't complain.

As for Dragon Warrior, that game was HIGHLY linear. All you do is level from one area to the next. It never left that track.
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Soule X




Joined: 13 Sep 2004
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PostPosted: Thu Oct 07, 2004 4:27 pm    Post subject: Reply with quote

Maybe my memory just sucks, but I seem to recall being able to choose which part of the rainbow drop thingy to get and what villages to travel to. Sure it's not completely non-linear in terms of your goals, but at least there's some non-linear exploration, which is important, I think.
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Artimus Bena
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PostPosted: Thu Oct 07, 2004 8:43 pm    Post subject: Reply with quote

There's one thing missing: ever played Halo? Seems non-linear most of the time. However, if you have played the game, you know full well there is a story behind it all.

There's something called the "immersion" factor. And while "fun" (what non-linear is mostly based on) helps quite a bit, story is a draw, that has the unique ability to make you forget you are playing a game. I'm in agreement that a mix of the two is best in most kinds of RPGs. In all reality, RPGs are books in game format.
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Aethereal
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PostPosted: Fri Oct 08, 2004 5:00 am    Post subject: Reply with quote

At least, the ones that try to be books are. This is why whenever I play an RPG that has a great story but poor gameplay I question "Why didn't they just write a book instead?". If one is making an RPG solely to tell a story, I think one should heavily consider using the medium of writing instead. The best RPGs do, indeed, mix story and game together perfectly.
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Calehay
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PostPosted: Sat Oct 09, 2004 11:37 am    Post subject: Tough subject Reply with quote

This is pretty difficult.

Games are of course supposed to allow freedom in player choices, but ultimately wind up being a cart on wheels. This somewhat makes me wonder what the point of trying to act as if the player can see more than he can is worth it. I mean, I'm not knocking the idea of allowing the player different endings. In fact, Way of the Samurai, a game I liked, used this idea. However, I had to get a guide to find out how to get all the endings. I don't like this. This is why I can no longer play Ephemereal Fantasia (Even though I really liked the idea and concept.)
This must be a personal choice. There is already freedom in RPGs (menus, equipment, etc.) but do you want the player to feel like he has to get all the endings? Of course if you're game is ridiculously long, don't have Multiple endings that don't really change anything.

So to sum up, it's mostly personal choice of the creator. The players will actually (believe it or not) change there playing style.
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