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Linearity Part Two: Final Fantasy XIII

Posted on Apr 24, 2011 in Gameplay and attached to Linearity in Games

Well, I managed to finish Final Fantasy XIII - and what better way to celebrate than to post a blog about it! This is partly designed as a follow-up post on the 'Linearity in Games' post - but also a way for me to express my opinions of the game itself.

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Linearity in Games

Posted on Feb 23, 2011 in Gameplay

Open world games have become increasingly popular over the past ten years. They're hardly a new concept - Wikipedia cites open world games from as far back as 1984. It has become an increasing trend for games to become less linear and more flexible in terms of plot progression and gameplay. Nonlinear gameplay isn't only in sandbox games, though - you can see elements of it in many different games. It's very common in RPGs and other genres that focus on replayability, but it can be seen in almost every genre.

The driving factor behind nonlinear gameplay - and open world games in general - is choice. To force players to make a choice is to help immerse them more into the game as they grow attached to the combination of choices they have made - this helps them feel that they're in control of the game as the story progresses. But, on the other hand, lack of choice can also assist the game in driving a point across, increase variation in gameplay, and help progress the plot and characters of the game at a faster pace.

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Monsters in the Closet

Posted on Jan 13, 2011 in Gameplay

Recently, I've played through a couple of horror games: F.E.A.R., F.E.A.R. 2, and Dead Space.

These types of games are relatively new to me, as in the past I've generally avoided the horror genre. Partly because I'm a whimpering sissy, and partly because I have been playing other games. What interests me, however, is the effect they have on you as you play.

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