wfz said:
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I see. I've always thought that if it doesn't have a non-linear story, then non-linear gameplay is pointless. Its inclusion is neither good or bad, but just there (its inclusion can lead to lack of development as I mentioned earlier).
Which is a better game progression strategy? | |||
| Linear | 32 | 28.83% | |
| Non-linear | 43 | 38.74% | |
| See results | 36 | 32.43% | |
| Total: | 111 | ||
wfz said:
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I see. I've always thought that if it doesn't have a non-linear story, then non-linear gameplay is pointless. Its inclusion is neither good or bad, but just there (its inclusion can lead to lack of development as I mentioned earlier).
| outlawauron said: I see. I've always thought that if it doesn't have a non-linear story, then non-linear gameplay is pointless. Its inclusion is neither good or bad, but just there (its inclusion can lead to lack of development as I mentioned earlier). |
Really? I adore the original LoZ and ALTTP for this. The story doesn't change, the characters don't change, but you can explore the world and do what you want how you want to on your journey. I love that exploring aspect.

| Soleron said: Story should be made by the player's imagination not the developer's. |
Why?
The more a game tends to let players express their personality, the more I tend to like them.
I LOVE ICELAND!

outlawauron said:
At this point in tech and development, it just comes across as super lazy to me. |
Yeah, I agree. Gamers these days are super lazy. 
Andrespetmonkey said:
Why? |
Because you're better at feeling it. That moment when you 'barely missed that guy and survived on 1 health to the end of the level' is much more meaningful than 'You are a Knight Templar sent to kill this Bad Guy'. The player's decisions can affect their game much more deeply than any 'moral choice system' of recent games, if you let them.
If there is be a developer made story, it should be delivered through the game world, fragments of text and colour that you find around. Not big narrative exposition or cutscenes that take the control away from the player. What if the player could have saved Aeris?
You save on writing, animating and voice acting, yet you get something much deeper. I still feel Mario 64 or Metroid Prime (PAL, which had most of the story removed) much more than Sunshine or Prime 3, even though the gameplay was very close.
| KungKras said: The more a game tends to let players express their personality, the more I tend to like them. |
I don't want my personality on game !
I am paying good money and i want competent writers.
Mnementh said:
Yeah, I agree. Gamers these days are super lazy. |
If I wanted to make the story for them, then I'd rather play pen and paper RPGs.
wfz said:
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Demon's Souls is the same exact way, but even more open ended. I never considered it a good thing, but it certainly didn't allow for a lot of deliberate storytelling until the end.
| outlawauron said: If I wanted to make the story for them, then I'd rather play pen and paper RPGs. |
Well, I do. It is really a lot of fun. Basically because I can do something completely different to what the DM intended.