02-27-2005, 11:20 AM | #1 |
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Non-linear Adventure. A Possibility?
So here I am, sitting at work, a pointless college job, and I thinks to myself "Self? Adventure games have a bad rep for having absolutely zero replay value, wouldn't it be great if there was some way to fuse together the non-linearness of games like Elder Scrolls 3 and Grand Theft Auto 3 with adventure games?"
"Hell yeah" I said to myself. "But how can it be done?" How Indeed... Last edited by SakSquash; 02-27-2005 at 11:40 AM. |
02-27-2005, 11:23 AM | #2 |
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The thing about the games you mention is that they rely on an awful lot of "generic" gameplay, something that adventures are not renowned for. As soon as you start to put generic gameplay into adventures the fans say things like, "We hate those stupid box puzzles."
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02-27-2005, 11:34 AM | #3 | |
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02-27-2005, 11:38 AM | #4 | |
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What you are proposing is non-linear, not open-ended.
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02-27-2005, 11:39 AM | #5 | |
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02-27-2005, 12:04 PM | #6 |
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I believe it is possible, provided the writers are very talented. Also this would require a huge amount of alternative locations. But how non-linear would you like it to be? If you are thinking Morrowind, I guess not. But I believe maybe you have to think more in the direction of Vampire Bloodlines... Just to compare the size of the world that is...
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02-27-2005, 12:10 PM | #7 | |
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02-27-2005, 12:17 PM | #8 | |
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02-27-2005, 12:41 PM | #9 | |
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They did a wonderful job of making a nonlinear adventure game out of Blade Runner. There are many ways to beat the game with multiple endings. I haven't really seen a game even remotely close since then, however. |
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02-27-2005, 12:43 PM | #10 | |
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02-27-2005, 12:57 PM | #11 | |
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Blade Runner is still my favorite adventure game, hands down. Many people disliked a lack of traditional inventory puzzles, but I think that was a touch of genius. I like to think that in 5 years or so everyone will see how much ahead of its time it was.
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02-27-2005, 01:15 PM | #12 |
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In third Kyrandia there were several ways to pass the first part and you ended up solving puzzles from different ways mixed up and not knowing what to do.
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02-27-2005, 03:12 PM | #13 |
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So you go around, solving several cases in any given order, and once you're done, you'd feel an urge to replay the game just so you could do it in a different order? hmmm... This could work only if the game had some semblance of real time, so if you tackle a certain case later in the game, rather than sooner, circumstances have changed, so that your experience of working on it again is significantly different (i.e. you can't solve it through the same procession of puzzles anymore). And by circumstances changing, I mean people respond to you differently, the perpertrators are more efficient at hiding/erasing clues, etc. The authors could even program a superior evil mastermind AI, which monitors your progress, and makes things progressively harder for you, no matter in which order you decide to tackle the cases. Or something.
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02-27-2005, 03:31 PM | #14 | |
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In the game, u follow chapters and it s only when u ve finished one than u go to the next one and u re reaching one of the 6 different conclusions of the game . There s little changes on each new game and u re basically following a movie/book like structure from start to end So this game is mainly linear at a heart with some non linear elements |
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02-27-2005, 03:34 PM | #15 | |
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this game was one of a kind and to me all murder mysteries should be like this one . No stupid and illogical puzzle to stuck u somewhere (well there's a maze at one moment to follow one of the replicants but it s arbitrary and more an option to go or not) There s also a few shootings but they re totally meshing with the job of a Blade Runner which is retiring androids (or not) All in all the game s difficulty was perfect and the main "puzzles" were the ones i m looking for on Still Life : looking for clues and locations and on pictures via the esper machine and talking and interacting with characters |
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02-27-2005, 03:56 PM | #16 | |
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02-27-2005, 04:11 PM | #17 | |
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02-27-2005, 04:14 PM | #18 | |
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02-27-2005, 05:32 PM | #19 |
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To me, AGs are somewhat similar to books. Meaning that they have to be linear to a large extent. And I can't imagine anyone doing a non-linear game that would still have enough adventure elements to be called, well, an adventure game.
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02-27-2005, 05:49 PM | #20 | |
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