filaminstrel wrote...
Sable Rhapsody wrote...
Just about every RPG is linear; some just do a better job covering up the linearity than others. Dragon Age? You become a Warden, do X Y and Z tasks, and defeat the Blight. Baldur's Gate? You defeat your psycho bro, your psycho stalker, and the psycho lady who was high priestess for your psycho dad. BioWare's pretty good about covering up the linearity; Square-Enix, not so much.
Well I think linearity has a couple of components. One, does the main quest have multiple paths/multiple orders in which you can go from beginning to end, and can the ending itself differ from playthrough to playthrough? Two, aside from the main quest, how much else is there to be done in the world?
I think a game like DAO is moderately nonlinear in both aspects. There are multiple orders you can take on the main quest, and while the ending is basically the same regardless, there are nuances. And the game has a significant amount of sidequests as well (although admittedly a lot of them are filler and boring).
A game like Morrowind (never played Oblivion) is maxed out on #2, but the main quest itself is actually pretty linear, from what I remember.
See, for me, things like side quests and different orders of objectives don't so much make the game nonlinear as they just cover up the linearity. It's more of a word choice preference, I guess: what you call "moderately nonlinear" I call "hidden linearity." At the end of the day, no matter what, you still become a Warden, deal with four major plot points in one to three different ways each, call the Landsmeet, and defeat the Blight.
And by the way, there's nothing wrong with that. Nothing wrong with linearity, as long as it's either expected or in an RPG, well-hidden. No one expects Call of Duty or Uncharted to be nonlinear. And they're still fun games. But in RPGs, we generally expect the rails to be a bit better hidden. So long as the game FEELS freer than it is and looks bigger than its boundaries, I'm fine.
The mark of a good RPG is my inability to sense the railroading and invisible walls until I've finished the game, either because the game has done a good job pulling me into the primary plot, or offered me enough wiggle room to roleplay that I don't feel the need to go off the rails.
Hollingdale wrote...
If Bioware intend on having some amount of free roaming in Dragon Age 2 I bloody hope they do it Baldurs Gate 2 or 1 style or come up with something new.
The Baldur's Gate series was still split into very distinct chapters. Not 4 arch, but each chapter had a very distinct objective. Not terribly different from DA, KOTOR, etc. in my opinion.
Modifié par Sable Rhapsody, 02 septembre 2010 - 12:44 .