quote: Original post by Shinkage
I am asking you to provide an example of a game that does not provide at least as much non-linearity as character health. If I'm not mistaken you cited it as an example of what makes Quake non-linear.
Darn it, I'm still not clear on what you're saying. You're asking for an example of a game where non-linearity gives you what?
I cited Quake as an example because the combination of movement and resource management gave you interesting decisions to make. This is on the microcosm that is the current level you're playing. Move, duck, dodge, jump, turn, etc., etc.
I don't know of any highly linear "game" that gives you that many choices. Usually, it's "watch movie, click to continue." Sometimes they get really bold: "watch movie, make choice that has no impact, click to continue" (Wing Commander 3)
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I am completely unconvinced that Civ could not be done well with a plot. As long as the gameplay elements are compelling in their own right, then it would do fine. Problem with AoW is that the GAME itself just wasn't designed as well as Civ was. What you DO in the game just doesn't capture that same quality that made Civ such a classic.
So you'd add a plot to Civ. This I've got to hear. What would the plot be? How would you remove / limit gameplay to impose narrative?
The only way you could possibly do this would be to destroy the game as it is. Let's assume that the plot has to be significant: That means that it has to affect world events (because that's the scale of this game). That then means that you have to invalidate player decisions at some point.
With linear narrative you have no choice! You can't, as a plot event, visit aliens or the drama of global cooling upon the Earth without completely screwing up the game! Why? Because it's a balanced contest where equal competitors pursue victory through decision making.
Your narrative would amount to random events, and many strategy gamers turn them off. Why? Because they interrupt this even contest of strategic thought and choice.
In a game like civ, narrative can do one of two things: Play second fiddle to the actual game, and be as minimal and ancilliary as the text sequences in Alpha Centauri or the movies in Tiberium Sun. Or, you screw up the game by imposing non-player made events that come completely from outside the system. (This == BAD)
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Sure, I wouldn't doubt it. Now remove the plot and see how many of them would have gone through it more than once, if at all... Not many I'd wager.
No, then you'd probably attract the X-Com / Jagged Alliance crowd, which is fine by me.
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Just waiting for the mothership...
Edited by - Wavinator on October 5, 2000 1:53:32 PM