True Nonlinearity

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Mar 18, 2010
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Recently I was playing Sleep Is Death (http://sleepisdeath.net/) and it occured to me that this was the definition of true nonlinearity - a game that allows you to do whatever you want (to a reasonable extent) and has the appropriate, reasonable responses for it - of course, it is being played by another person on the end, but still. It's effectively tabletop games, in the form of a computer, and in a slightly more limited form, which is to say you don't really decide your character. And you have to wonder - is it possible to get this, without a player at the other end?

The closest I've seen to a really nonlinear game like this without another playeris the game Façade,(http://www.interactivestory.net/) which was in development for a number of years to get the voice acting, appropriate reactions and such. It's a game where you effectively play an impromptu marriage counselor between these two protagonists, Grace and Trip, and are supposed to be saving this couple that you introduced, saving their marriage, yadda yadda, but most people just like to screw around with it. And that, again, is just true nonlinearity - while you are free to be this impromptu marriage counselor, explore this great story which has some really great voice acting and really makes you think, you can also tell Grace she has nice tits, or play through like you're an escaped convict or something. And that's what true nonlinearity is, the freedom to do things in an environment. While you can't turn around and shoot them in the face, there's limitations so it's not completely nonlinear, it's nonlinear... enough.

So, tell me, Escapists. Truely nonlinear games - good or bad? Possible, even? And how would you make this into a mainstream title?
 

Jack_Uzi

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Mar 18, 2009
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True nonlinear games aren't possible. Your way of thought can not correspond in it's whole to that of a tabletop or computergame. Only computergames will always be more resticted in it's 'nonlinearity' than tabletop games will. There will always be rules (of gravity or what not) that will restrict you. That isn't bad in some ways, because games do need a red line to follow or it wouldn't be a game.
 

Sir Kemper

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Jan 21, 2010
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I've always wanted to experiment with some of these non-linear games, however it's been so long since I've done something with my computer related to downloading I'd probably find a way to destroy the internet.

Anyway, Non-linear games in my opinion, are very, very good, the whole concept of a near completely open world or setting lends itself perfectly to the idea of "Set your own rules, fuck around, and play" which is something most game's can't achieve. However, I'm sorta doubtful it could be put into a mainstream title, not because it's impossible, but because it would take hours of constant work to bring the game up to the expected standards of this generation (fully 3d graphics, voice acting, etc, etc) when admittedly the the simple, or non-existent graphics of most of these games found online works better, along with that, ti would probably get overshadowed by the next flavor of the month game.
 
Mar 18, 2010
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Jack_Uzi said:
True nonlinear games aren't possible. Your way of thought can not correspond in it's whole to that of a tabletop or computergame. Only computergames will always be more resticted in it's 'nonlinearity' than tabletop games will. There will always be rules (of gravity or what not) that will restrict you. That isn't bad in some ways, because games do need a red line to follow or it wouldn't be a game.
Ehm... I'm not entirely sure what you're getting at here. I'm not saying nonlinearity means no rules, no physics or something whatsoever, I'm saying the freedom to do things that... don't exist.

Also, I figure I might as well bring up that nonlinear games would be a great way to explore moral choice better than, say, Fable.
 

Neuromaster

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Mar 4, 2009
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To get the obvious out of the way, "true" nonlinearity doesn't exist in games that have to be preprogrammed by human beings. No electronic game can cover the scenario in which your character decides to cut his trousers into neat fabric triangles using children's scissors, cover them with nacho cheese, and consume them one at a time.

That being said, the genre that immediately came to mind was the Civilization series. I suppose most sims fall into the same category. Simply by the virtue of being sims, they tend toward nonlinearity.