MrSmileyFaceDude said:Two questions for you. First, what were the randomly generated quests like? Did they advance the main plot? Did they include multiple steps to complete, and offer a large number of ways to complete them? Were they significantly more sophisticated than fetch & find or kill this goblin quests? Did they go beyond just allowing you to play the game longer?
Well, considering Morrowind's hand scripted quests were often irritatingly simple fetch & find or kill the goblin quests, I'm not sure there's a point for knocking Sacred's randomly generated ones. Heck, I even said a few months ago I would probably be more accepting of Morrowind's quests if they were random. They were pretty crappy but if they were random, at least I wouldn't have to deal with the same ones each time. With random, it's the luck of the draw. You might not get one of those quests where you have to go all the way across the island and swim for a half a mile through the ocean to get to that dungeon where you're supposed to escort that chick through each time. When you're hand scripting something like that, I know that if I decided to play the game again, I get to eventually deal with that tedious travel each time.
As far as linear goes, what if the game has multiple plots? The various faction quest lines in Morrowind for example had little to no relationship to the main quest, and at least some of them had their own plot lines beyond just the character advancing through the ranks. I'm sure other games do similar things.
Subplots are peachy. Hooray for them. They're still just side quests, though. Sure, they up the entertainment value if they're done well.
So if you have a game with multiple, independent storylines, even if the MAIN plot is linear does that make the entire game linear?
Yes, it does.
Fodel said:If you only play the main plot, yes, is linear and very boring, but only a stupid play MW limited at the Nevarine stuff.
The main plot, the thing you must do to "win the game", is still just as linear no matter what side stuff you do.
I'm going to sound like a broken record here, but go play Fallout. There's gobs of main plot related things all over the world. They can all be done in any order and at any time. It's amazing that a game that was released in 1997 is a great example of how a game where exploration is a hefty feature demonstrates how to do non-linear story telling yet big name developers haven't been able to follow up on how Fallout did it.
For example, the missing caravans quest in Fallout. The game leads you to thinking that a deathclaw is doing it. You go hunt down the deathclaw and find out that while there is a deathclaw, it turns out that it was supermutants doing the raids. It's part of The Master's big plan that the deathclaw just happenned to have interrupted. It gives you just a little piece of the puzzle and there's a huge bunch of these things littered all over the game within various seemingly unrelated quests that lead you towards a conclusion. You can do them in any order or not do them at all and still reach the goal. That's what non-linear is.
Saying a game is non-linear because you can also do side quests, no matter how elaborate and lengthy those side quests happen to be, is nothing more than dumbing down the definition of non-linear. Games aren't non-linear just because you like them.