Hacker News new | ask | show | jobs
by bsanr2 1697 days ago
Games have always been pretty linear, though. The ones that had a notable degree of "freedom" found that freedom in

a) Choosing which enemies to go and kill with your chosen color of pixel burst.

or

b) Choosing which set of text and vaguely representational spritework the game would expose to you.

Many "linear" games offer tactical rather than strategic freedom. There is a sort of conservation of experiential depth, limited by the players' ability/inclination to absorb new interaction concepts, and the availability of developer resources to build them.

2 comments

> Many "linear" games offer tactical rather than strategic freedom.

This is a good way to put it IMO. Command and Conquer is an interesting exception in the action genre because it had some meta strategy in branching missions of the over world.

> Many "linear" games offer tactical rather than strategic freedom

Half life was not one of them. At the time, they were games that allows more strategizing and more tactic and more micro choices. Half life was as prescribed as it gets.