Seriously, a steam greenlight
linear narrative game and another otome dating sim was the best you could do?
Not exact matches
Prince Of Persia's overalls structure never quite compels, it offers too few distractions to qualify as a sandbox, nor does it possess the quick
narrative impetus of more
linear games, ultimately feeling a little shallow and repetitious.
It looks like just the kind of
game we've been missing; a dark,
linear,
narrative - driven adventure along the lines of the old Onimusha titles.
That's about it really; the
game is very much
narrative - focused, so everything is
linear.
Yeah, thing is do you realize / admit that it - and only talking about the first
game here - was the most
linear entry in the whole of the franchise, that there was no
narrative, that the characters did nothing but rather just moved from scene to scene and that as the player all you were allowed to do was move them from scene to scene?
Humans are unpredictable, so human players - allies or enemies - can not be relied upon to carry a
narrative in a particular direction, and so multiplayer
games tend not to focus heavily on a
linear narrative.
Therefore, instead of structuring the
game's 40 missions as a win - or - go - home
linear stream, he created a branching mission tree in which the player's course through the
narrative would be dictated by her own performance.
He studied Mass Communication in Hamburg and developed the
game Edna & Harvey: The Breakout as his diploma thesis (video
games as a non
linear narrative medium).
So, does
linear narrative belong in video
games?
And while I'd like to say «if you're going to make a
linear narrative, just write a book,» there have been some amazing
linear narratives told in video
games, and I'm just as happy to experience them in a video
game as I would have been in a book or movie.
At release, the Max Payne 3 PC
games received highly positive reactions from critics, with praise mainly directed at its
narrative, atmosphere, attention to detail & action, though some of the criticism was aimed at the change in the style from its predecessors, as well as its
linear design & depiction of São Paulo.
As Ghost Warrior 3 has no
narrative connection to the series» previous titles, the
game's big shift from a
linear format to an open world format was made slightly easier.
At the risk of sounding shallow, simply progressing a
narrative, either
linear or otherwise, has never been enough to keep me going in a video
game.
With Paul's ability to look into the past, the
game eschews traditional
linear narrative structures, instead encouraging you to explore the environment at a more methodical pace, piecing together the story as you see fit.
Whilst many have fondness for Final Fantasy X, some consider it to be the beginning of the series problems, for instance it was the
game to introduce spoken dialogue, and its adventure is a hugely
linear one, with limited exploration, no overworld to wander, and you don't really get the opportunity to explore away from the
narrative until the
game heads towards its conclusion.
Along with Dear Esther, it is often credited with popularising a certain type of
linear narrative - focused
game, often pejoratively labelled «walking simulators».
-- Demonstrate good problem - solving skills, particularly when it comes to delivering
narrative experiences via
game systems instead of traditional
linear approaches.
This direction of
game narrative really spices up the main portion of the Gunslinger which could have become monotonous under its totally
linear method of progressing through the shooting gallery-esque stages of the
game.
Story-wise both
games follow an incredibly similar and fairly
linear narrative.
Ericka Beckman creates films, videos, photographs, and installations that are inspired by
game structures rather than
linear narratives.
Anderson's work indicatively occupies the low floor, making giants of the viewer; her sculptures (like stage sets viewed from the «gods») combine arcane folk
narratives, playful characterizations and
linear structures sourced from video and arcade
games, combined with reflections of contemporary urban malaise.