06-18-2004, 07:38 PM | #1 |
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Most Non-linear Adventure Game?
What do you think the most non-linear adventure game is?
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06-18-2004, 08:06 PM | #2 |
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All adventure games have a level of non-linearity. For one, there are usually puzzles which you can do in different order.
But when it comes to the MOST non-linear game, I don't really know. I'm gonna have to stick to the adventures I've played. I know it's nowhere near to qualify, but I'd have to say it's Dott. There are basically three adventure games to play there, which interweave with each other. You can play the characters in any order, either often flipping between them, or playing one until you exaust all your options, and then switching to the other. The ability to transport objects between them also adds an extra element of *erm* "non-linearity" (am I totaly missusing the term here? :eek: ), because you're never sure who needs the object & when. OK then, that's my take on that!
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06-19-2004, 02:18 AM | #3 |
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Probably The Last Express.
As for games I've played: Outcast, Gothic, Little Big Adventure... And no they're not classic point & click but yes I consider those adventures. |
06-19-2004, 02:18 AM | #4 |
Easily amused
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My vote goes to Riven. I played the game for weeks (casually) going back and forth between the islands. Everytime, I would discover something new or find out something that would help progress me a bit.
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06-19-2004, 02:52 AM | #5 |
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Well, Monkey Island 2's second part, "Four Map Pieces" was incredibly free and non-linear, but maybe that's not what you were after.
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06-19-2004, 04:15 AM | #6 |
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Several of the Leisure Suit Larry games are highly nonlinear. You're given the chance to see most of the playing area from the get-go in LSL1, LSL6, and LSL7. Naturally some things can and have to be done before others but all in all, there's enormous freedom in these games.
Al Lowe is one of the unsung heroes of adventure game design even though he was probably the most innovative and consistently accomplished designer working for Sierra - right after Jane, that is. |
06-19-2004, 05:53 AM | #7 |
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what about blade runner or omikron?
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06-19-2004, 10:17 AM | #8 |
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I'm afraid Blade Runner is completely linear. That some of the story elements are randomly generated doesn't make it non-linear, because you still have to complete the same tasks in each of the Acts before you get to move on to the next. The random elements simply get slotted into that linear structure. What I'm trying to say is that each individual game of Blade Runner has a very rigid structure that you have to follow in order to get anywhere.
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06-19-2004, 10:18 AM | #9 | |
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Quote:
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06-19-2004, 02:15 PM | #10 | |
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Quote:
Shivers 1 was also very nonlinear, in that you could wander around the museum a bit, exploring the atmosphere of each room before really beginning. The "Explore" option at game's end is something every good environment-based adventure game should have, as well. It allowed you to see every area without the threat of being stalked. Sadly, most adventure games these days tend to keep you "on the path", not allowing you to explore further or try out a little creative thinking. |
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06-19-2004, 02:23 PM | #11 |
merely human
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I didn't think there were such things as non-linear adventure games.
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06-19-2004, 02:28 PM | #12 |
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I'd say Riven.
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06-19-2004, 03:23 PM | #13 | |
Squonk
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Quote:
ROFLMAO! |
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06-19-2004, 03:26 PM | #14 |
merely human
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I'll give myself the benefit of a doubt. Is there a demo?
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06-19-2004, 03:31 PM | #15 | |
Squonk
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Quote:
It's non-linear in the sense that the entire gameworld minus about four small areas are open to you the instant you begin the game. You can go anywhere, gather clues in any order, trigger cutscenes in any order. Of course, there are still situations where you must solve puzzle A before puzzle B, but you can also work on puzzle C. It's my favourite game. Go play it. |
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06-19-2004, 05:30 PM | #16 |
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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. |
06-19-2004, 07:13 PM | #17 | |
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Quote:
http://store.ubi.com/item.jsp?item=0...13&category=PC Beg, borrow, or steal $20 and get it. |
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06-19-2004, 07:17 PM | #18 |
merely human
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Sorry, Jakek, but I'm saving part of that $20 for Hitman 2. I want the freedom, man. I'll most likely get Riven some time later, when I find more change on the street.
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06-19-2004, 07:26 PM | #19 |
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Hitman 2 wasn't nearly as good as Hitman 1. It doesn't feel fresh at all. It feels the was Vice City does to GTA:3: yeah, there's are new maps, and yes you have motorcycles (at least in Vice City you do) but it doesn't have the greatness of the original. Now Riven! Riven is just perfect.
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06-19-2004, 07:30 PM | #20 |
merely human
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Whatever you say. I'll leave the discussion by saying that I've lost count how many times I played the Hitman 2 'Invitation To A Party' demo.
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