- @pdstafford I was using the royal you. (?) No one should put up with that bullshit. You're a grown-ass man/woman. 7 hours ago
- @pdstafford If your boss doesn't believe you when you tell them why you're late, walk the fuck out. It's a job, not high school. 8 hours ago
- @zpower @reckless This is almost as bad as the recent BMW that pipes fake engine noises into the driver's cabin. 17 hours ago
- @HollanderCooper Shit son, have you tried Link's Awakening? That's the Zelda that got me into Zelda as a wee lad. 17 hours ago
- Sweet. @RogersHelps wants to charge me $40 for 15 KB of roaming data. Yeah okay. 17 hours ago
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Tag Archives: linearity
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