Following the old RPG trope of impending disaster that can be ignored while you mess around doing side quests that have no actual bearing on said Universal Doom? doesn't make a game linear, and I never said it did.iDoom46 said:Just because Mass Effect follows lots of RPG tropes doesn't make the game linear.
Just to be clear, I never said that Mass Effect was the pinnacle of non-linearity, you just misquoted me.
*snip*
What I meant was that Mass Effect offers tools that give the player the chance to approach obstacles in a variety of different ways, be it going in guns blazing, disabling the enemy with tech/biotic powers, or sometimes even talking yourself out of a sticky situation. BioWare specifically engineered it so that virtually no two players will have the same experience.
The query was more "Why do you think ME is the closest thing to non-linearity?" You've now provided some further info on your reasoning, which are all good reasons for why Mass Effect is not linear. They're not particularly good reasons for why it's "the closest thing to non-linearity," alone among various other RPGs, though.
The tools you quite rightly ascribe to ME and the ways in which they relieve linear-ness and provide variety in player experience, are all features of plenty of other RPG and RPG-esque games. System Shock 2: Bioshock, Oblivion, Fallout, The Witcher, Dragon Age, S.T.A.L.K.E.R and GTA IV, to name a few.
In short, I refute your statement implying that Mass Effect has anything special about it making it more non-linear than several other games, and thus, does not represent "the closest thing to true non-linearity." At the same time, I agree with all your points that make it not linear.
Been there, done that, got the shelves groaning under umpteen Star Wars, WoD, Paranoia and Deadlands sourcebooks. Do I get a prize?iDoom46 said:If you want true non-linearity, I suggest learning how to play Dungeons and Dragons.