09-01-2008, 11:48 AM | #21 |
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It seems to me the word "nonlinear" is being used in this thread to mean several different things, with each poster assuming everyone else is using their definition. So I can't quite wrap my head around the question, and what it's supposed to mean.
The phrase "nonlinear adventure" leads me to imagine a story whose linear timeline you explore by hopping however you wish from one moment to another (either after it, before it, or in a different place). Make a little change at the beginning, then jump back to the end and see how everything changes. How marvelous an opus that could be! |
09-01-2008, 03:18 PM | #22 | |
Unreliable Narrator
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09-01-2008, 05:02 PM | #23 | |
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09-01-2008, 10:00 PM | #24 | |
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"Sometimes when you do things right, people are not sure you've done anything at all." -- God (Futurama) Last edited by Keregioz; 09-01-2008 at 10:12 PM. |
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09-02-2008, 12:50 AM | #25 | |
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And yeah, I know that's not how it's being used here. Apparently when the word is applied to adventure games, it means a totally different thing than with any other media! |
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09-02-2008, 05:20 AM | #26 | |
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I like the 'rubber band' game design of Fahrenheit (as it was described by David Cage himself), in which one can deviate from the conventional flow of the game whilst still inevitably progressing through the linear path of the story. I don't think this is fake non-linearity ~ when a game serves the narrative, any freedom must be something of an illusion. |
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