JediKorenchkin on 22/3/2007 at 01:42
Quote Posted by Aekeron
I didn't claim it was resource-hungry. Resource-using is a fine hair to split, but I purposefully avoided saying 'hungry' as I knew someone would jump on that. Le surprise.
I know, but I figured someone would jump in about how wrong it is to have background programs running. It really isn't a problem if you keep up with it.
[EDIT] I like to insult close-minded or biased people that I don't agree with. It's a hobby.
Bjossi on 22/3/2007 at 01:56
Quote Posted by Aekeron
The whole 'linear' term as applied to computer games is a bit of a blurred subject too - not one that I'd make a bold, all-inclusive statement on personally.
The way I see it; a linear game is a game that has always, or most of the time, just one path to choose from. HalfLife 2 is one of those in my opinion, I've been playing it these days (now reached part two of Anticitizen One chapter) and there are almost always all doors and streets blocked in some way except one exit out of the area.
The System Shock games I'd consider to be non-linear because there are many paths to choose from, there may be an intended path yes, but the games' levels are still pretty open. For example right after entering MedSci in the Von Braun you enter a corridor that has plenty of ways to go, and only two of them are blocked at first, the elevator and the maint. shaft.
Aekeron on 22/3/2007 at 01:58
Fair enough. Everyone needs a hobby.
And indeed - assuming you're not doing something silly with your PC or you've got some pathetic amount of ram, steam doesn't really do anything you can notice. That doesn't stop the fact that you're "forced" to have "extra" stuff running being quite annoying though.
edit: Didn't see Bjossi's reply. I generally tend to agree, but I can see the point regarding the fact you eventually have to do certain things in a certain order and will always end at the same point. Open-ended game play can be pretty tedious at times too, though. It's pretty hard to balance a good story and giving the player complete freedom, I think.
Bjossi on 22/3/2007 at 02:09
Good point, level design and what happens in the levels are both affected by linearity. :sweat:
But when you think about it; isn't it very hard to make non-linear gameplay? The developers might get confused where they are going with the designing. :o Plus it is lots of work and planning.
Kolya on 22/3/2007 at 06:25
Quote Posted by icemann
Chernobyl [...] The idea of being in a living breathing city
.
june gloom on 22/3/2007 at 06:40
i should say it's no longer living. ;) got the game today, and besides some serious headache (see my complaints in the stalker thread over in gengaming) i got it working okay, and i'm rather impressed. controls could be a little looser, though, and that's one thing HL2 always impressed me with: it had very smooth controls.
Kefren on 22/3/2007 at 13:58
Quote Posted by Bjossi
But when you think about it; isn't it very hard to make non-linear gameplay? The developers might get confused where they are going with the designing. :o Plus it is lots of work and planning.
I agree with your earlier point about HL2 (and many other games) seeming 'open' in the sense of being in a city or base - but you quickly find that not only are streets blocked and doors closed, there is never any way to open the door or blow it off its hinges. It quickly takes away some of the immersion when you try to leave 'the path'.
A good example of the opposite is the level in SS2 with the swimming pool and cinema - when you first get to the level you have a choice of routes, and each splits into more. The path you follow alters the order you get things in, so each time feels different.
As to your comment above, about it being hard to make non-linear gameplay - I agree that it is, but Morrowind and Oblivion show that it can be done well (though I have only 'completed' Morrowind so far). When I first started playing and realised I could wander off anywhere on foot, or base myself in the village and explore the area, or travel the world by stilt-rider, I was amazed. Wherever I went there were things to do - and even when I had wandered around a lot doing missions, and then completed the main quest, I realised I had only seen about 20% of the game. And I hadn't even installed the two expansion packs yet.
So it is fully possible to have non-linear games by doing it like that. The player can go for the main quest, or ignore it and have fun, or combine the two. Some people say that it gets boring, but when I am immersed in the characters and situation, then I don't get bored. I even enjoy the slow bits - the sunsets where your character just stands there and watches the sky change colour while recovering, and planning what he/she will do the next day. From what I occasionally read, some players get bored whenever there isn't constant action, which suggests they have a problem immersing themselves in something.
cosmicnut on 22/3/2007 at 15:57
Open world games are great, think more GTA.
The problem is that you have to have a very well plotted story line.
I find in SS1 that I sometimes don't know what I need to do to progress so you end up exploring, trying to trigger the next event. It can be a little soul destroying when you have no clue where to go. SS2 was a little better, you always had a clear goal. You could go off main mission but you still had a recognisable goal.
You also need something to do. Getting past barriers and pushing buttons is an easy way to go so that the way they get designed. Take them out and it's difficult to show progress in the games objectives.
GTA relies on small minigames on a lot of it's missions. This is great as it adds verity but doesn't lend itself to a fast paced thriller like SS
Kolya on 23/3/2007 at 18:34
I understand that. It's more of a moral problem I have with a game set in the ruins of Chernobyl. I can already see the kids telling each other how much "Chernobyl rocks" etc. totally missing the gruesome reality. Sorry, this just doesn't ring right to me.
If you don't understand that, think of "09/11 - the game".
Matthew on 23/3/2007 at 18:51
Of course, we can say that about most of the games that are based on real-life situations - it's one that has raised its head repeatedly with WWII games, as you're no doubt aware.