Sol Invictus
Erudite
Yeah, well, call me a hardcore Fallout fan, but I take issue with the linearity of Fallout when anyone brings it up and then dismisses the alternative solution (killing the muties) as a 'bug'.
Sol Invictus said:You know, you can just get the Keening Artifact and slay Dagoth about 10 minutes into the game.
angler said:Sol Invictus said:You know, you can just get the Keening Artifact and slay Dagoth about 10 minutes into the game.
Ten whole minutes? Slow ass.
http://speeddemosarchive.com/Morrowind.html
I didn't call Fallout linear, you idiot.Sol Invictus said:I can't believe you just called Fallout linear. Are you some kind of moron?
All righty, let me explain again, what you missed the first time around.Sol Invictus said:DU seems to be implying that Fallout is linear at points because there are some plot critical stuff that you have to do, like finding the waterchip.
Like Fallout's Water Chip issue, this is something the developers didn't take into consideration. Take into account the ending and how despite the fact that you didn't do the dumb prophecy, you still get called 'Hortator', 'Neverravine' and whatever. The developers presume you've taken their set path.Sol Invictus said:You know, you can just get the Keening Artifact and slay Dagoth about 10 minutes into the game.
Eh? What dialogue Rexy boy? You wipe out the Master and his Mutant Factory without getting the Water Chip and you get the same Overseer dialogue as you always do. I call it a bug simply because there's nothing that says the water chip was ever received to save the Vault. If you didn't do it, who else did? Given you're booted out for being 'the hero', why would the Overseer send someone else out to find the Water Chip and if he did, who was it? More to the point, despite what delusion seems to exist in your mind, why isn't it mentioned anywhere, at all? Why isn't there even a slide "Well, gee, you didn't get the Water Chip but the Overseer sent someone else out who nicked it from the Necropolis"? If you don't deal with the Water Chip, it becomes an unfinished issue which is never resolved, this is because the game presumes you dealt with that issue first (given the whole "Give me the Water Chip" dealio with the Overseer when you do return with it first).Sol Invictus said:He calls killing the muties early a 'bug'. How is it a bug when the developers clearly anticipated some players doing it with the dialogue for it?
GhanBuriGhan said:Good analysis, still I think it kind of does MW injustice. It's true that the main quest is entirely linear. But that is only half the truth. There is a lot of fun to be had (despite the simple fedex quests) by just ignoring the whole main quest (or doing it at your leisure) and just going discovering, adventuring, collecting, rising in guilds, etc. and that part IS entirely non-linear. It may not fit classical RPG gameplay terms, but its a great concept since ELITE way back then.
As to DF, as great as that nonlinear quat setup looks on paper, I have bad memories playing through the DF mainquest, it was terrible in presentation and thus very hard to understand without outside information (Like UESP). So the nonlinearity actually worked against it. Mainly a presentation problem as I said, but nonlinear != great in all cases.
DarkUnderlord said:If you didn't do it, who else did? Given you're booted out for being 'the hero', why would the Overseer send someone else out to find the Water Chip and if he did, who was it?
GhanBuriGhan said:Good analysis, still I think it kind of does MW injustice. It's true that the main quest is entirely linear. But that is only half the truth. There is a lot of fun to be had (despite the simple fedex quests) by just ignoring the whole main quest (or doing it at your leisure) and just going discovering, adventuring, collecting, rising in guilds, etc. and that part IS entirely non-linear. It may not fit classical RPG gameplay terms, but its a great concept since ELITE way back then.
So, hold on, you call being able to walk around in a big fucking barren world non-linear? You call the ability to do a bunch of pointless fed-ex and kill quests whenever you want to NON-LINEAR? Your choices don't matter in the world, at all. Nothing changes. Just because you can walk here, and there, and everywhere doesn't make it linear... it makes it big and boring. DF had choices you could make. Although it was still a bit linear, a better approach for Bethesda would have been to make the game LESS linear instead of MORE. Also, as Psilon said, you weren't tied to some dumbass prophecy that pretty much made you not in control of your own destiny. It was pretty much "so, you're going to be uber..."
angler said:GhanBuriGhan said:Good analysis, still I think it kind of does MW injustice. It's true that the main quest is entirely linear. But that is only half the truth. There is a lot of fun to be had (despite the simple fedex quests) by just ignoring the whole main quest (or doing it at your leisure) and just going discovering, adventuring, collecting, rising in guilds, etc. and that part IS entirely non-linear. It may not fit classical RPG gameplay terms, but its a great concept since ELITE way back then.
As to DF, as great as that nonlinear quat setup looks on paper, I have bad memories playing through the DF mainquest, it was terrible in presentation and thus very hard to understand without outside information (Like UESP). So the nonlinearity actually worked against it. Mainly a presentation problem as I said, but nonlinear != great in all cases.
So, hold on, you call being able to walk around in a big fucking barren world non-linear? You call the ability to do a bunch of pointless fed-ex and kill quests whenever you want to NON-LINEAR? Your choices don't matter in the world, at all. Nothing changes. Just because you can walk here, and there, and everywhere doesn't make it linear... it makes it big and boring. DF had choices you could make. Although it was still a bit linear, a better approach for Bethesda would have been to make the game LESS linear instead of MORE. Also, as Psilon said, you weren't tied to some dumbass prophecy that pretty much made you not in control of your own destiny. It was pretty much "so, you're going to be uber..."
I found simply progressing through the game and building my character fun: collect armor you like, hunt for artifacts, train until you can beat that thing that almost killed you at level 5, progressing in guilds, becoming rich, hearing the NPC greetings become friendlier, saving for and making new enchantments or potions, decorating your stronghold. You are right, many games let you do that to an extent, but in all honesty I think that TES does it better than most of these, becasue of size, graphics, sheer number of items, artifacts, dungeons, world size.There's really not that much to do in Morrowind other than walking around. The guild quests are there, but they're even worse than the main plot when it comes to being linear. There really aren't any branch choices when it comes to guild quests and those guild quests are the only thing those guilds offer. There's no gameplay beyond being in a guild than those goofy one dimensional quests. Those quests were pretty much "Go here, kill this" or "Go here, find this" quests as well. Not exactly exciting stuff.
Furthermore, there's really not too many CRPGs where you're not given the option of just running around in the world killing stuff if you want to take a break from the main plot either. BioWare's done a few that didn't allow that like NWN and KotOR, but most of the CRPGs made thusfar do allow you to just roam and kill monsters at your liesure.
Psilon said:Daggerfall's main plot was still pretty damn linear. More so than Morrowind, in fact, because you couldn't get to Aetherius and activate Numidium until finishing the rest of the plot. However, Daggerfall didn't go into ridiculous "you 4re ub3r" theatrics with the Nerevarine, triple Hortator, defeating-an-icky-disease-by-swigging-a-potion, and so on.
Also, Morrowind's guild quests were highly linear. Not only the quests themselves, but also the whole guild structure.