Posted July 22, 2011
Hey communtiy, - one of CDPR's marketing concepts around TW2 was/is the game's
'non-linear story'
Having experienced much of the game, and seeing this non-linear story in action, I was curious what non-linearity means to CDPR.
I''ve never seen non-linearity approached in games with a strong central narrative. Say what you will about the quality of TW2's plot - but it presents very specific choices to the player in a very specific, linear order.
It may have major and minor branches that lead to different conclusions, but the narrative is not essentially player driven as all possibilities are predetermined, its just a matter of the player following the sequence that most interests him.
Games that approach non-linearity are those with dynamic campaigns that change in response to the player's actions. Its games like Falcon 4.0 that approach non-linearity.
In contrast, Wing Commander - which has a strong central narrative, a branching story and mission structure, and multiple endings - could not be considered non-linear as the narrative the player experiences is set out in specific paths from the very beginning.
So what does non-linear mean to you guys and how do you see the concept reflected in TW2?
'non-linear story'
Having experienced much of the game, and seeing this non-linear story in action, I was curious what non-linearity means to CDPR.
I''ve never seen non-linearity approached in games with a strong central narrative. Say what you will about the quality of TW2's plot - but it presents very specific choices to the player in a very specific, linear order.
It may have major and minor branches that lead to different conclusions, but the narrative is not essentially player driven as all possibilities are predetermined, its just a matter of the player following the sequence that most interests him.
Games that approach non-linearity are those with dynamic campaigns that change in response to the player's actions. Its games like Falcon 4.0 that approach non-linearity.
In contrast, Wing Commander - which has a strong central narrative, a branching story and mission structure, and multiple endings - could not be considered non-linear as the narrative the player experiences is set out in specific paths from the very beginning.
So what does non-linear mean to you guys and how do you see the concept reflected in TW2?
Post edited July 22, 2011 by Szoreny