Quote:Original post by Derakon I'm curious - to the OP, how do you feel about games like the Metroid series (in particular, Super Metroid) or the more recent Castlevania games? They're pseudo-linear, since you're typically constrained to a subset of the available world by the abilities you have; however, sufficiently clever gameplay lets you break sequence, making the game more nonlinear. Ultimately you'll end up getting all or most of the powerups (you aren't forced to leave things behind and it doesn't take long to travel backwards through the gameworld), but the path you take to the endgame can vary.
I think there's a distinction to be made here between "destructive" and "nondestructive" nonlinearity. In the former, decisions you make early on can prevent you from doing everything a game has to offer, sometimes significantly so. In the latter, you can always access everything in the game, and as a general rule you will access everything eventually, but it's your choice what order to do things in. |
I've never played Super Metroid, but I played a metroid for the gameboy, and that was one of the games I finished. I enjoyed it quite a bit, actually, though I never replayed it. I enjoyed finding the new items that then allowed me to proceed. I probably spent a little more time lost than I would have liked, but I did enjoy it.
Quote:Originally posted by T1Oracle Play pong, or tetris. Very linear, no customization. Its riddiculous to hate a game for having features. If that's not your thing then don't play those games. Find games made by unimaginative and uncreative game designers who only have the time to make one story line and zero custom options.
It's like the difference between chess and tic tac toe. If you don't like complexity then stick to the tic tac toe and let the Gary Kasparov's of the world have their chess.
|
Sorry, I don't like, nor have I ever replayed, a game designed by unimaginative and uncreative game designers. I typically find that games with single storylines are richer, and at the same time, just let you play instead of making you grind.
Quote:Originally posted by Trapper Zoid While I like non-linear and customisable games, I do understand the sentiment. I was a bit frustrated with Morrowind myself, but this was more at the lack of direction than the non-linearity. I would usually find myself undertaking a dozen quests at once, and it was all a bit much to control.
But since I'm a big fan of customisability as well as non-linearity games, I'd like to ask some questions for those of you who aren't partial to the present crop of these games:
- For non-linear games, would you enjoy the game more if the content was procedurally generated? For example, if the terrain was randomly created as in Nethack or Diablo, with random quests created in a similar fashion (as done in some MMORPGs)?
- For customisable games, would the problem be alleviated if you started at a base state (such as a default base in strategy games, or a common character in RPGs), and the customisabilty was made gradually through player choices throughout the game?
|
I've never really played a non-linear game with procedurally generated terrain. I've played Diablo, but truth be told it's fairly linear. Now if a game like Morrowind had a procedurally generated map, I think it would help, because then I wouldn't have to worry about missing quests and stuff as much because the world would be created just for me. Really helps me want to actually explore the world more.
As for the customization question, I wouldn't really be a fan of the system you described, however, I have been a rabid fan of systems such as the one found in Goldeneye 64: a profile has certain features unlocked as a reward for some action taken by the player, such as beating level 2 in under 10 minutes and similar actions.