Not necessarily. A non-linear story isn't a story about a specific set of events in a specific timeframe. A non-linear story can be a story about an object, a person or a place. Most good roleplaying scenarios are non-linear. This is extremely hard to do on a computer, however, since you don't have a DM that can make stuff up on the spot, or judge wheter or not it makes sense for actions to be set in motion outside the player's control, or if they are still consistent (since they are as-of-yet unrevealed to the player(s)) and can be applied at a later time (such as the state of a town in the game universe).Riot Inducer wrote...
on the linearity...isn't a story by definition linear?
What is more important in a PC game is to convey a feeling of nonlinearity. The linearity is still there, but it should appear as if it is not. Such as Baldur's Gate, that had a deep feeling of nonlinearity, but you were gently tugged in the right direction(s) from the start.
So you didn't go to Friendly Arm Inn at first? You ended up in Nashkel? Well no problem, turns out that they've been having problems there...




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