- So uhh...how 'bout that @NoMansSky, eh? 1 hour ago
- @10rdBen I don't get how this could be any more produced. It sounds like an Owl City B-side with standard autotune pop vocals over it. 1 hour ago
- @10rdBen I would have assumed that this was just a real top 40 pop track if I had heard it without context. 1 hour ago
- @AdamSessler You just gotta grab him from the very back, with one hand. Their pinchers don't reach there. 21 hours ago
- @edclef @vectorpoem Have you gotten any cool fanart that you could ask the creators of if you could use? 1 day ago
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Tag Archives: zelda
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