» Thu Nov 11, 2010 9:41 pm
someone needs to learn what "non linear" and "open world" mean.
First off, just because you can choose to go from point A to point B using different routes that does not make a game non linear...no, not evenif you throw in different means of transportation. A non linear game is something like Mass Effect, Far Cry 2, T.E.S. and whatnot where you have objective A B and C and you can tackle them in whatever order you want (note there is such things as non linear missions or quests within a linear game).
An open world also does not equal several very large action bubbles...Crysis was not open world. Fallout 3 is open world, Oblivion is an openworld, GTA4 is an openworld ...but not Crysis even tho the "bubbles" were admittedly very large
Furthermore....Crysis 2 is not a railroad shooter...for that matter neither is COD. House of the dead is a railroad shooter, get it straight. You want to tell me COD was heavily scripted? fine....you want to tell me that crysis 2 had smaller "bubbles" than crysis 1? fine...but calling them Railroad shooters is like calling Simcity an RTS
There is no dictionary definition for "non-linear" as it applies to gaming. As such, there is no hard and fast definition. If you take the word literally from it's etymology, "non-linear" means simply that you don't have to follow a straight line to get from Point A to Point B. It doesn't mean "You can do Quest A, B, or C in whichever order you please." That's your own personal definition, and while it's not a bad one, it's not an official one either.
The same is true of the phrase "open-world." The Elder Scrolls and GTA IV are both often branded as open-world games, but in TES you can choose any quest out of hundreds to embark upon immediately after character creation. In GTA IV, the quests follow a progression; if you can do Quest A, B, or C in any order you please, you can't do Quest D, E, or F until the first 3 quests have been completed. So to call both games "open-world" is a bit of a misnomer. The fact is, there are varying degrees of open-world, just as there are varying degrees of linearity in a game. The safest way to define these terms is to look at them in their simplest forms, and in doing so, it's clear that Crysis is most definitely a non-linear game, however not an open-world game (but nobody ever said it was open-world, did they?).