No, the game predetermining what choices you have is not non-linearity. It's several branching paths that you are then locked in on for the remainder of the game. And your entire second paragraph is exactly my point. A non-linear game cannot be narrative driven. You are completely missing the point by saying you'd be doing quests non-stop and be unable to miss time limits. The whole idea is that you would miss time limits, is that you could stop to admire the scenery, but all of those decisions would have consequences. It's entirely open. Mount and Blade has no structured narrative, but if you think about it, most games are the tale of one character becoming something. There are recurring characters, and I would imagine most players become a Lord and have an army and wage war. But it never ends, or at least it ends when you stop playing. To be a proper story, there needs to be a climax and resolution, which you can never have in a non-linear game.GrizzlerBorno said:That's not the commonly accepted definition of Linearity at all. You've got it all wrong sorry. What you're talking about is a real-time dynamic world. Non-linearity means that the world changes in a tangible manner depending entirely upon your choices. In several Witcher and Fallout quests you can choose to let someone die and that hugely impacts and alters the narrative. THAT's non-linearity.bojac6 said:But those games are quite linear when it comes to story. Nothing happens in Fallout (especially 3), Bioware, and the Elder Scrolls unless you arrive. It's not a non-linear story if I receive the quest "rescue so and so from trolls" and I can either do it immediately or dance around the countryside fighting bandits for 6 hours and then do the quest. It's the same quest either way, and events unfurl the exact same way.
A simple example of non-linear story telling would be if you got that quest, but the person is killed if you take too long to get there. Or if you're too far away. Of course this just means the game has to adapt to the character being alive or dead. Ultimately, in a computer game, the developers have to predict all possible plot lines for a narrative to progress. And the only way to do that is to make it linear.
Oblivion after you're done with the story is nonlinear. It's just you in a world leveling up. But the narrative is very linear. Same with Fallout. Old Bioware RPGs just ended. Mount and Blade is a great example of a non-linear game, but it makes no attempt at a narrative.
The only way to have a non-linear narrative driven game is a table-top, where the person running the game is able to adapt and progress the narrative in response to any and all actions taken by the players. A computer simply cannot be programmed to do that.
And besides, what you're talking about; if that was realized in every RPG? It would be a fucking pain in the ass cause you'd have no "sandbox-style" freedom whatsoever. You'd just be fleeting about doing quests non-stop, just to make sure you don't cross any time limits. It'd be like a full-time job....in a video game. It would be even MORE Linear, in fact. You could never stop to just admire the scenery, or do a side-quest.
It works in Mount and Blade because....well because there is no scenery.
Having a narrative implies story progression, which means that your characters have to develop, there have to be arcs and rising action, which means there is a natural linearity to it. If your game has an ending, a point that the rest of the story builds to and then finishes, it was linear. The fact that I can start over in the Witcher and side with the elves simply means it has branching options, but you still end up fighting the Grand Master. Even if the endings were completely different, it's not a non-linear game simply because you were given an artificial "option a" and "option b" that sets you down two different, but linear narrative paths. You choose a path and follow it to the end, that's still pretty linear. And that's exactly what Yahtzee's original statement meant. In order to be narrative driven, you have to be linear.
Linearity is not necessarily a bad thing. It can and should allow for a much better story.