- Joined
- Mar 7, 2014
- Messages
- 832
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Some people just slap nonlinear, open world gameplay onto a game as if it will automatically make it better. Make a big world, they said, a huge epic world where you can do anything and everything and there are no restrictions. People want freedom. But these games tend to the boring (sometimes).
There have been great nonlinear games: the Fallout series, the Mass Effect series, the Fable series, the Elder Scrolls series, GTA, blah blah blah.
What makes them good? Is it just because they have a ton of side quests and subplots? I've seen RPG Maker games with sub quests and sub plots but they're really bad. What makes them good? An XP and gold reward? An interesting story?
Moreover, how do you structure a non-linear game? A common consequence of open-ended gameplay is emergent gameplay, but how does that become meaningful?
I mean, you can have branching storylines, but the problem a lot of RPG Maker horror games make is they slap a bunch of endings on the end to increase gameplay time as a sort of tacky way to hook players at the least expenditure of effort (usually). Visual novels and RPGs use stats to track relationships, but how do you create this kind of "toy" like GTA or Elder Scrolls where it's the right balance of non-linear and linear?
Discuss.
There have been great nonlinear games: the Fallout series, the Mass Effect series, the Fable series, the Elder Scrolls series, GTA, blah blah blah.
What makes them good? Is it just because they have a ton of side quests and subplots? I've seen RPG Maker games with sub quests and sub plots but they're really bad. What makes them good? An XP and gold reward? An interesting story?
Moreover, how do you structure a non-linear game? A common consequence of open-ended gameplay is emergent gameplay, but how does that become meaningful?
I mean, you can have branching storylines, but the problem a lot of RPG Maker horror games make is they slap a bunch of endings on the end to increase gameplay time as a sort of tacky way to hook players at the least expenditure of effort (usually). Visual novels and RPGs use stats to track relationships, but how do you create this kind of "toy" like GTA or Elder Scrolls where it's the right balance of non-linear and linear?
Discuss.


