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May 8th, 2011, 09:29
Non linearity is a funny thing as it is advertised for.

Many games advertise non linearity when they have simply pushed linearity elsewhere.

Linearity was perceived mostly in the story telling, you start from A to G and have to go through B, C, D, E, F in this order. Now, in current games, you might be able to process from A to G in every order you want. Thus non linearity.

But the resolution of B, C, D, E and F. You enter the B level, clean it and move to another as you can take one everything you wish taking on. It is all about extracting as much as possible from the level. It is linear in the doing.

While, for other games, the linear ones, the resolution of each was not linear, you might encounter a monster way too powerful for you, a much better item that expect and so on.

The game balance issue the author sees comes from that call for non linear stories, pushing the linear features elsewhere, mostly in the resolution of local events.
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