vrok
Liturgist
- Joined
- Jul 23, 2005
- Messages
- 738
You're writing to it right now. SP is the source. *DUN DUN*Silellak said:Is there a universal gamer glossary somewhere I'm unaware of?
You're writing to it right now. SP is the source. *DUN DUN*Silellak said:Is there a universal gamer glossary somewhere I'm unaware of?
Vault Dweller said:Only the main plot counts. Side quests are irrelevant. You know why? Because if we include side quests then 99% of games are non-linear and your definition becomes useless because it fails to define anything.Silellak said:I also don't think Fallout 3 is by any definition a linear game, unless you desperately twist the definition of "linear game" to mean "only the main plot thread is linear."
Vault Dweller said:Only the ... counts. ... are irrelevant. You know why? Because if we include... then 99% of games are ... and your definition becomes useless because it fails to define anything.Silellak said:I also don't think Fallout 3 is by any definition a linear game, unless you desperately twist the definition of "linear game" to mean "only the main plot thread is linear."
vrok said:Yeah and CoD's "storyline plot thread" is optional because you could have fun running around in random (non-linear) patterns for 30 hours or more.
Silellak said:Let's go out in a limb and say I find playing Fallout 3 to be fun.
Fallout 3 has, so far, given me 30 hours of non-linear entertainment.
It's linear because all you can do is take a break. You aren't saying "I'll do some other main quest stuff first, dad". You're saying "I'll go and do some random shit first, like finish looting this vault, and then come back and continue the main quest, k?"Crispy said:So I wake up from the simulator pod and have a nice chat with Dad. He wants me to go with him to Rivet City to continue his research. I refuse, telling him I've got other things to do. He says to meet me there when I'm ready.
So this portion of the main plot seems to me to be non-linear in that I don't have to continue on with it right away, but it is linear in that its progress can only be furthered according to how Bethesda wants me to do it, not necessarily when. So who's right?
Most games allows you to take a break from linear main quests and do some side quests to level up and get some loot.All I can tell you is that I made the choice not to go with him, and it was for role-playing purposes (ZOMG!). I felt a tug from my new adopted home, Megaton, and I wanted to help out more there before saving humanity in general. This feels to me like a non-linear game for those reasons.
Vault Dweller said:The main quest has two parts: "looking for dad" and "found dad!". Looking for dad is non-linear. You can talk to different people and learn where dad is. You can even bump into him accidentally. You don't have a linear chain of people to talk to and places to go to in order to find your father. With high speech you can even convince Three Dog to tell you where he is without doing a quest for him first.
Silellak said:Vault Dweller said:The main quest has two parts: "looking for dad" and "found dad!". Looking for dad is non-linear. You can talk to different people and learn where dad is. You can even bump into him accidentally. You don't have a linear chain of people to talk to and places to go to in order to find your father. With high speech you can even convince Three Dog to tell you where he is without doing a quest for him first.
So only part of the main plot thread is linear, therefore Fallout 3 is a linear game.
Got it.
Well, you can't agree that side quests don't make games non-linear and then disagree that only the main quest counts. So, which one?Silellak said:The existence of side quests alone does not make a game non-linear, I agree.
But I've also never heard anyone (outside of the Codex, shockingly) try and claim that only the main plot thread counts when trying to decide if a game is linear or not.
And your point is? How do your enjoyment of the game and appreciation of the optional content make it a non-linear game?Let's go out in a limb and say I find playing Fallout 3 to be fun. Let's say I've put 30 hours into the game and have yet to touch the main plot thread, yet still have a large amount of content to discover.
Did anyone say that?Why is the main plot somehow "required" to be finished?
I'm happy for you. However this interesting fact doesn't make it non-linear. Not. At. All.What if I just play it as a sandbox post-apocalyptic game with an optional storyline?
Actually, I'd say it's non-linear.So only part of the main plot thread is linear, therefore Fallout 3 is a linear game.
Vault Dweller said:Well, you can't agree that side quests don't make games non-linear and then disagree that only the main quest counts. So, which one?
Why are we talking about them then?Silellak said:I said side quests alone don't make a game non-linear.
Unlike you I don't really care who thinks what.Can you find me a non-Codex definition where a game is only non-linear if there are multiple paths through the main plot thread?
You like sandbox aka "do whatever the hell you want" games. "Do whatever you want" and non-linear are two different things.I don't think there IS any ONE definition of what a non-linear game is. For me, a non-linear game is one where I can experience most of the content (locations, characters, items, side quests, etc.) without being required to go through the main plot thread.
Do you really think that something can be explained in conflicting definitions?I accept that "multiple paths through the main plot thread" is a definition of non-linear, but I don't think it's the only definition.
Silellak said:"Challenges". Like, I don't know, sidequests. Sidequests that can be completed in a number of different ways, perhaps?
Sarvis said:Vault Dweller said:Only the ... counts. ... are irrelevant. You know why? Because if we include... then 99% of games are ... and your definition becomes useless because it fails to define anything.Silellak said:I also don't think Fallout 3 is by any definition a linear game, unless you desperately twist the definition of "linear game" to mean "only the main plot thread is linear."
It's almost like you guys have been listening to me all along!
Silellak said:I don't think there IS any ONE definition of what a non-linear game is. For me, gobble gobble gobble gobble, honk honk honk.
Vault Dweller said:Unlike you I don't really care who thinks what.
Dark Individual said:I haven't read these FO 3 threads but I have a question. I'm currently looking for vault 112 and I'm getting sick of constantly fighting. Rivet city had only a few weak quests. I want a big town with a lot of diplomacy and talking. Is this going to change or should I just wait for ZoS(because constant FPS combat is not my idea of fun).
Drakron said:For me for something to be on rails it have to be something as Raven Rock with existing only ONE path.
St. Toxic said:Stay tuned for the billionth explanation of non-linearity.
By Someone said:Narrative structure
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Narrative structure is generally described as the structural framework that underlies the order and manner in which a narrative is presented to a reader, listener, or viewer.
Theorists describing a text's narrative structure might refer to structural elements such as an introduction, in which the story's founding characters and circumstances are described; a chorus, which uses the voice of an onlooker to describe the events or indicate the proper emotional response to what has just happened; or a coda, which falls at the end of a narrative and makes concluding remarks. First described by such ancient Greek philosophers as Aristotle and Plato, the notion of narrative structure saw renewed popularity as a critical concept in the mid- to late-twentieth century, when structuralist literary theorists including Roland Barthes, Vladimir Propp, Joseph Campbell and Northrop Frye attempted to argue that all human narratives have certain universal, deep structural elements in common. This argument fell out of fashion when advocates of poststructuralism such as Michel Foucault and Jacques Derrida asserted that such universally shared deep structures were logically impossible.
Northrop Frye in his Anatomy of Criticism deals extensively with what he calls myths of Spring, Summer, Fall, and Winter.
* Spring myths are comedies, i.e., stories that lead from bad situations to happy endings. Shakespeare's Twelfth Night is such a story.
* Summer myths are similarly utopian fantasies such as Dante's Paradiso.
* Fall myths are tragedies that lead from ideal situations to disaster. Compare Hamlet, Othello, and King Lear and the movie Legends of the Fall.
* And finally Winter myths are dystopias, for example George Orwell's 1984 or Aldous Huxley's Brave New World or Ayn Rand's novella Anthem .
Hollywood scriptwriters, television soap opera writers and indeed Shakespeare himself pay great attention to issues of structure.
[edit] Linear and non-linear narrative structures
A non-linear narrative is one that does not proceed in a straight-line, step-by-step fashion, such as where an author creates a story's ending before the middle is finished.[1] Linear is the opposite, when narrative runs smoothly in a straight line, when it is not broken up.
I can't hide anything from you, can I?St. Toxic said:Vault Dweller said:Unlike you I don't really care who thinks what.
Oh yes you do. In fact, it's one of the biggest cares in your life.