- @lynchtacular Ahem. CTF on Facing Worlds. 1 hour ago
- @pixiemania Whoa, what? Really? 17 hours ago
- @backlon What a fucking scumbag. Jesus. How does one only get two years for killing multiple people? (Spoilers: by being white and rich.) 18 hours ago
- @aNuChallenger Like, I get that it's super labour intensive, but you'd think it would still be feasible on high-end developments. 18 hours ago
- @aNuChallenger Indeed. It's weird how that kind of intricate stone facade has completely disappeared from modern architecture. 18 hours ago
Mitch Bowman's internet domicile.
Tag Archives: doom
March 25, 2012Posted by on
Over the last few years, there’s been a growing animosity towards linear games, both from consumers and from developers. In accordance with this, we’ve seen a huge upswing in the number of games that try to offer the player choices that will lead to different endings. This non-linearity has generally been well-received, but still seems to be a formula in need of perfecting.
The most common problem in non-linear games arises when the player is simply given a choice of polarity, without an array of options in between the poles. The Fable series provides a good example of this; one simply chooses to be good or evil, and that choice dictates which of the two story paths you go down. The problem with this is that no gray area exists, despite every player who plays these games falling somewhere in the gray area between good and evil. Nobody’s perfect, after all. Read more of this post