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Old 06-19-2004, 05:30 PM   #16
Fienepien
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Imo many Myst-like adventures are very non-linear. Dark Fall, Rhem, Golden Gate, A Quiet Weekend in Capri, Zork Nemesis, Morpheus. But as long as there are many mini-quests in an open world, the game feels non-linear to me. I didn't have that feeling with the Last Express though, because it's linear in time and problemsolving.

The most non-linear game I can think of is Alice: An Interactive Museum. No people, no inventory, no speech, nothing but paintings and objects to interact with and 53 playing cards with clues to find, which is not always easy, some are well-hidden. Maybe not a real adventure, but what else to call it. A game of exploration, an experience. Like Laurie Anderson's Puppet Motel, another favorite of mine.