This article is called "linearity". But if you check the "what links here" page, most of the articles that link to it are usually discussing how nonlinear a game is. Nobody really describes a game as "linear" unless they're comparing it to something that's not. For all the contexts that linearity comes up, I think changing the name of this article to "nonlinear gameplay" would be more suitable (no hyphen, see the dictionary). Again, the only time that linearity comes up is to point out how nonlinear a game is. Randomran ( talk) 16:33, 30 April 2008 (UTC)
While the focus of this page is to briefly discuss types of non-linear gameplay, I noticed that you described Grand Theft Auto as a "sandbox" title. While it certainly shares traits with sandbox games, designers have gone on to call this genre of games that share an open world with shared rules that the player inhabits as a character within that world an "open world" game. Sandbox more correctly refers to games that operate like a sandbox by allowing the player to build things up and watch them go. Rather than being from the point of view of an individual character, a sandbox game usually has the point of view coming from an overhead position and allows the player to make decisions for multiple characters (The Sims, Sim Hospital) or individual characters are automated and not controlled by the player or only controlled in very limited ways (Sim Theme Park, The Movies, Sim City). I think this page could be improved by adding the distinction between these two types of non-linear games. Bean23tx ( talk) 03:22, 5 May 2008 (UTC)
In the examples of the sandbox gameplay, one of them is Naruto. However Naruto is not just a game, its a franchise. There are also Naruto games that do not feature sandbox style gameplay. Some Naruto games I have seen are turn-based card game (PSOne) and the Street Fighter-like (PS2). Kindly change the link to a specific game that features real 'Sandbox Gameplay' Triadwarfare ( talk) 10:31, 16 May 2008 (UTC)
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The article doesn't mention the (IMHO) two best examples of nonlinear, sandbox games yet. Sim City and its sequels are the epitome of this genre, and Frontier: Elite 2 and Frontier: First Encounters are very open-ended having a (some would say) ridiculously short plot. Can somebody add them? I'm not a good writer myself. 85.77.239.138 ( talk) 21:34, 28 December 2008 (UTC)
So, it looks like someone decided to merge the Sandbox article with the Open-ended article (which makes some sense) at the same time they decided to merge the Open-ended article with the non-linear article (also could be reasonable) but now you have a situation where sandbox is being used synonymously with non-linear gameplay, which is something completely ridiculous. This really ought to be fixed.
Games like SimCity, Spore, and arguably even stuff like Elite could describe "sand-box" gameplay, which is to say, games where the player is free to do as he chooses without or independent from specific goals. But I could argue that they're non-linear, since they're not really even goal oriented at all.
What makes GTA a sandbox game is not simply the fact that some goals can be achieved out of order, but rather the amount of latitude afforded the player in accomplishing (or not accomplishing) those goals. It's a distinct concept from non-linear design.
It might be the fault of the old sandbox gamplay article not making certain points clear. I propose a split and a rewrite of the Open-ended/Sandbox article. Thoughts? Frogacuda ( talk) 00:24, 18 February 2009 (UTC)
I think the satement about only 'recent' games allowing moral choice is a little off. Edited it. —Preceding unsigned comment added by 72.160.100.81 ( talk) 04:01, 7 June 2009 (UTC)
Why does Linear game play and associated terms redirect to this page? This article does not really address those types of games other to say that they are the opposite of this type. It may be confusing to someone seeking info on Linear games to present them with Sandbox or open-world information and describe Linears simply as "not these". Shouldn't there be a Linear game play article as well. Its like describing the front of something by saying "its not the back". I see the value of saying as much, but in and of itself, it doesn't really describe the topic effectively. -- Trippz ( talk) 06:55, 16 July 2009 (UTC)
I came to this page from a link on Left 4 Dead, that pointed to Emergent gameplay#Emergent narrative, a section that has disappeared or has been rewritten. If you look at Special:WhatLinksHere/Nonlinear gameplay you'll notice a lot of redirects and pages pointing to here. I'm worried that many of those section-specific links are broken and outdated, making this destination page seemingly unrelated to the link. Any ideas on how to amend this? BlazerKnight ( talk) 11:47, 3 October 2009 (UTC)
Why there's "1998 to present" about Banjo-Kazooie? Rare said Nuts & Bolts was the last game of the franchise, as they're working only on the disappointing Kinect. -- Walecs ( talk) 16:03, 19 March 2011 (UTC)
Can someone make this easier to read?
The nonlinear style of gameplay has its roots in the 8-bit era, with early examples including Bosconian (1981), Time Pilot (1982), TX-1 (1983), Mega Zone (1983), Elite (1984), Dragon Slayer (1984), The Battle-Road (1984), Ginga Hyoryu Vifam (1984), Brain Breaker (1985)
etc.
QuackOfaThousandSuns ( Talk | Contributions) 18:10, 6 December 2011 (UTC)
Why is there a page for "nonlinear gameplay" but no page for "linear gameplay"? If anything, gameplay that is linear should be the exception, since gameplay is inherently, by its nature, non-linear. It seems to me that this is based on biases formed by the last 10-15 years of digital games, ignoring the thousands of years of games that came before it.-- Keithburgun ( talk) 03:19, 11 January 2012 (UTC)
Said citation, currently reference #1, appears to be broken. Wired.com returns the equivalent of a 404 error. Does someone know where the article is or should the reference just be deleted? Macks2008 ( talk) 12:59, 11 August 2014 (UTC)
User:Bubby33 created this merge request but didn't make a talk page entry.
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This article is called "linearity". But if you check the "what links here" page, most of the articles that link to it are usually discussing how nonlinear a game is. Nobody really describes a game as "linear" unless they're comparing it to something that's not. For all the contexts that linearity comes up, I think changing the name of this article to "nonlinear gameplay" would be more suitable (no hyphen, see the dictionary). Again, the only time that linearity comes up is to point out how nonlinear a game is. Randomran ( talk) 16:33, 30 April 2008 (UTC)
While the focus of this page is to briefly discuss types of non-linear gameplay, I noticed that you described Grand Theft Auto as a "sandbox" title. While it certainly shares traits with sandbox games, designers have gone on to call this genre of games that share an open world with shared rules that the player inhabits as a character within that world an "open world" game. Sandbox more correctly refers to games that operate like a sandbox by allowing the player to build things up and watch them go. Rather than being from the point of view of an individual character, a sandbox game usually has the point of view coming from an overhead position and allows the player to make decisions for multiple characters (The Sims, Sim Hospital) or individual characters are automated and not controlled by the player or only controlled in very limited ways (Sim Theme Park, The Movies, Sim City). I think this page could be improved by adding the distinction between these two types of non-linear games. Bean23tx ( talk) 03:22, 5 May 2008 (UTC)
In the examples of the sandbox gameplay, one of them is Naruto. However Naruto is not just a game, its a franchise. There are also Naruto games that do not feature sandbox style gameplay. Some Naruto games I have seen are turn-based card game (PSOne) and the Street Fighter-like (PS2). Kindly change the link to a specific game that features real 'Sandbox Gameplay' Triadwarfare ( talk) 10:31, 16 May 2008 (UTC)
The image Image:FFE.jpg is used in this article under a claim of fair use, but it does not have an adequate explanation for why it meets the requirements for such images when used here. In particular, for each page the image is used on, it must have an explanation linking to that page which explains why it needs to be used on that page. Please check
This is an automated notice by FairuseBot. For assistance on the image use policy, see Wikipedia:Media copyright questions. -- 01:32, 11 September 2008 (UTC)
The article doesn't mention the (IMHO) two best examples of nonlinear, sandbox games yet. Sim City and its sequels are the epitome of this genre, and Frontier: Elite 2 and Frontier: First Encounters are very open-ended having a (some would say) ridiculously short plot. Can somebody add them? I'm not a good writer myself. 85.77.239.138 ( talk) 21:34, 28 December 2008 (UTC)
So, it looks like someone decided to merge the Sandbox article with the Open-ended article (which makes some sense) at the same time they decided to merge the Open-ended article with the non-linear article (also could be reasonable) but now you have a situation where sandbox is being used synonymously with non-linear gameplay, which is something completely ridiculous. This really ought to be fixed.
Games like SimCity, Spore, and arguably even stuff like Elite could describe "sand-box" gameplay, which is to say, games where the player is free to do as he chooses without or independent from specific goals. But I could argue that they're non-linear, since they're not really even goal oriented at all.
What makes GTA a sandbox game is not simply the fact that some goals can be achieved out of order, but rather the amount of latitude afforded the player in accomplishing (or not accomplishing) those goals. It's a distinct concept from non-linear design.
It might be the fault of the old sandbox gamplay article not making certain points clear. I propose a split and a rewrite of the Open-ended/Sandbox article. Thoughts? Frogacuda ( talk) 00:24, 18 February 2009 (UTC)
I think the satement about only 'recent' games allowing moral choice is a little off. Edited it. —Preceding unsigned comment added by 72.160.100.81 ( talk) 04:01, 7 June 2009 (UTC)
Why does Linear game play and associated terms redirect to this page? This article does not really address those types of games other to say that they are the opposite of this type. It may be confusing to someone seeking info on Linear games to present them with Sandbox or open-world information and describe Linears simply as "not these". Shouldn't there be a Linear game play article as well. Its like describing the front of something by saying "its not the back". I see the value of saying as much, but in and of itself, it doesn't really describe the topic effectively. -- Trippz ( talk) 06:55, 16 July 2009 (UTC)
I came to this page from a link on Left 4 Dead, that pointed to Emergent gameplay#Emergent narrative, a section that has disappeared or has been rewritten. If you look at Special:WhatLinksHere/Nonlinear gameplay you'll notice a lot of redirects and pages pointing to here. I'm worried that many of those section-specific links are broken and outdated, making this destination page seemingly unrelated to the link. Any ideas on how to amend this? BlazerKnight ( talk) 11:47, 3 October 2009 (UTC)
Why there's "1998 to present" about Banjo-Kazooie? Rare said Nuts & Bolts was the last game of the franchise, as they're working only on the disappointing Kinect. -- Walecs ( talk) 16:03, 19 March 2011 (UTC)
Can someone make this easier to read?
The nonlinear style of gameplay has its roots in the 8-bit era, with early examples including Bosconian (1981), Time Pilot (1982), TX-1 (1983), Mega Zone (1983), Elite (1984), Dragon Slayer (1984), The Battle-Road (1984), Ginga Hyoryu Vifam (1984), Brain Breaker (1985)
etc.
QuackOfaThousandSuns ( Talk | Contributions) 18:10, 6 December 2011 (UTC)
Why is there a page for "nonlinear gameplay" but no page for "linear gameplay"? If anything, gameplay that is linear should be the exception, since gameplay is inherently, by its nature, non-linear. It seems to me that this is based on biases formed by the last 10-15 years of digital games, ignoring the thousands of years of games that came before it.-- Keithburgun ( talk) 03:19, 11 January 2012 (UTC)
Said citation, currently reference #1, appears to be broken. Wired.com returns the equivalent of a 404 error. Does someone know where the article is or should the reference just be deleted? Macks2008 ( talk) 12:59, 11 August 2014 (UTC)
User:Bubby33 created this merge request but didn't make a talk page entry.
The following Wikimedia Commons file used on this page has been nominated for speedy deletion:
You can see the reason for deletion at the file description page linked above. — Community Tech bot ( talk) 20:06, 24 February 2019 (UTC)
A discussion is taking place to address the redirect
Cattle Shoot. The discussion will occur at
Wikipedia:Redirects for discussion/Log/2021 September 4#Cattle Shoot until a consensus is reached, and readers of this page are welcome to contribute to the discussion. ~~~~
User:1234qwer1234qwer4 (
talk)
18:29, 4 September 2021 (UTC)
A discussion is taking place to address the redirect
Cattle chute(computer an video games). The discussion will occur at
Wikipedia:Redirects for discussion/Log/2021 September 6#Cattle chute(computer an video games) until a consensus is reached, and readers of this page are welcome to contribute to the discussion. ~~~~
User:1234qwer1234qwer4 (
talk)
21:36, 6 September 2021 (UTC)