interesting stuff (http://140.99.44.178/display.php?id=318) over at adventuregamers.com. i am now tired of people talking about it, but maybe it'll help somebody.
Yeah I've begun reading it, a very interesting read, I don't mind it cause it's to put a stop to endless repeated discussions, and it's also very interesting from a developer wpoint of view. Also makes me want Discworld Noir even more. ;)
Discworld Noir aint non-linear, you can just interrogate whoever you want.
Vel, I think that the author talks of non-linear games with DW Noir in that you can explore whatever you want and you're not set to a linear narrative.
He clearly separates it from multi-linear games, like Indy FOA.
If I take his definition on non-linear as truth, then that also means Ultimerr is non-linear -- AND THAT RULES!!!
I like his definition of an adventure game -- If anyone remembers that long-winded thread where I talk of "adventures not needing graphics", you'll know how much I consider narrative to be important to the gameplay of an adventure.
And his analysis of dialogue in games is spot-on -- I've never heard more classic lines than I have with Grim Fandango.
All in all, a very good article.
Yes, I finished it and all the GF references and such made me proud it was my favorite game (if that makes any sense). I agree with practically everything and though many things I already knew, though maybe not quite clearly. Anyway, I love this article! :)