Bits and PCs/linearnonlinear.txt

2005-03-08

Linear non-linearity

Very often games are called non-linear but actually the hero is still supposed to follow the main story line in a certain way, they just get to choose whether or not they take some side quests as well. To me non-linear means at least variable endings. Almost by default the best non-linear games I have seen have been interactive fiction (aka. text adventures). I was told that it's probably the expense of investing into graphics and sounds that only some players would see that keeps the game houses producing mostly semi-linear games.

Morrowind, which I'm now playing is a rather nice semi-linear game, but some far there has not been any significant depth to the side quests. Rather, they have all been "do this to advance" or "be a dogooder today". I wonder what happened if my hero killed the person currently most important to the main quests... After all, the hero is not all all happy about what has been destined for her.

14:52 - /Bits and PCs