The opposite of linear video games, non-linear video games are video games with a free-form system of progression. This includes sandbox and open-world games. A non-linear game or path is when a game lets the player affect where they go next. The path branches out, like a tree. Players have a choice of where to go, or what to do, next. Non-linear games are favoured in certain genres like role-playing video games.
↑005. “You first face cops in the "maze" segment, where you must hightail your keister into a building. Usually, you start out pretty close to an available edifice, so these mazey bits are really more of a hub where you pick either the "forklift" or "ice skate" building to tackle first.”
↑ 9.09.1Brooks, Evan (September 1988). "The Politics of War". Computer Gaming World (51): 12–13, 34, 48–49. "Both games come from Japan (Koei Corporation) and deal with the unification of countries during a feudal era and both games offer the sophisticated strategy player an opportunity to balance economic, diplomatic, and military decisions during a formative period of a foreign nation."
↑Szczepaniak, John (2015). The Untold History of Japanese Game Developers. 2. p. 498. "Baraduke has a lot of iconic sci-fi elements, including from the Alien films. It's also a rather fun and intense free-roaming 2D shmup"
↑Szczepaniak, John (2014). The Untold History of Japanese Game Developers. 1. SMG Szczepaniak. p. 7. ISBN978-0-9929260-3-8. "Riglas: Tamashii no Kaiki – large free roaming RPG exclusive to Japanese computers, worth checking out"
↑Szczepaniak, John (2015). The Untold History of Japanese Game Developers. 2. pp. 506 & 982. "technically impressive real-time first-person 3D space shoot-em-up (imagine Elite but without vector graphics); with intense combat and a large free-roaming map containing enemy bases and refuelling stations, players need to plan their attacks strategically."
This page was last edited on 21 October 2017, at 18:57.
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