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Original post by Shinkage
Wavinator, you speak much of "should" and hypotheticals, but my question is, WHAT would be more inherently fun about completely non-linear games.
Meaningful decisions. That's the short answer.
But before I go further, I have to ask:
Do you agree that your actions in a game should be meaningful?
Do you agree that game activities should be challenging?
If not, we don't agree on the definition of what a game is.
But if so, a high degree of nonlinearity in a game presents you with a few nearly overwhelming problems: Either the choices you give the player are ultimately trivial and meaningless (because you must hew to the narrative), or you must branch the story in dozens, hundreds, or even thousands of different ways to support each player decision.
Meaningful decisions are the essence of what a game is. If there are no decisions, or all decisions are trivial (lead down the same path), then you are playing something that is a game in title only.
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It's naive to say that non-linear games are in any way intrinsically superior to linear ones. It depends WHOLELY and ENTIRELY on the production qualities of any particular product.
Maybe. However, I take a page from the FMV disasters of the early 90s. I also take a look at the relative weakness of the adventure game market in reference to, say, the strategy or action game market. This is saying something significant. I believe this speaks to the problem of "story" getting in the way of "game."
And again, why bother with something on the CPU if you're not going to make use of the CPU's capabilities? It would be like choosing not to use focus in a movie.
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What I see here is a lot of misdirected anger,
Nah. Start praising marketing. Then you'll see misdirected anger.

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or perhaps more accurately frustration,
That's it.
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at the current state of computer games in general.
No, that's not correct as far as what we're discussing. My frustration stems from playing games whose creators have obviously failed to understand the importance of meaningful decisions. Because of a focus on strict narrative as a substitute for gameplay, they serve up gaming that is no more than an annoying, pointless repeat-and-try/die experience. As with platform games, this may be fine with young players, but it is an egregious disservice to older players seeking more depth.
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What's wrong with games is not so much that they are linear and "not taking advantage" of the "strengths" of the computerized medium. That's all just so many words.
I don't think so. When we're talking about the nature of a thing, and what it can be used for, it's important to understand it's strengths and weaknesses. What's the use of having a CPU? What's it for? In terms of storytelling, what are it's limitations?
More importantly, if you want authorial control and a high degree of linearity, why not write a novel, or make a movie? Why put it into code and call it a game?
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What's wrong with them is that their central aspect--the story--is generally severely underdeveloped and trite, if not downright cliched.
Again, as noted above, the real problem isn't poor quality (though that *is* a big problem), but rather lack of freedom. Freedom is the soul of decision making. Decision making is the soul of gameplay. Gameplay is the soul of what a game is (or, in my never to be so humble

(Once again, I want to say I don't think you shouldn't have stories, I just think stories should not supercede gameplay.)
In studying this, BTW, you may find these links useful:
Chris Crawford talks about what a game is and is nothere
Greg Costikyan does the same here
Ernest Adams talks about the problems of story, nonlinearity and adventure gameshere
And Warren Spector discusses RPG stories here
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Just waiting for the mothership...
Edited by - wavinator on September 14, 2000 3:33:40 AM