and what? my cut is from official main page of cyberpunkYeah sure, let's cherry pick some more:
Page 27/28 to be more precise discusses the twitter/other media if somebody doesn't want to read the whole thread.
Can anybody cite a videogame that uses non-linear stories? I mean a linear story presents the events in a chronological order, you can create branches based on player actions/dialogs and even those branches might not intersect at all at any point but the narrative is still linear. A non-linear story should present the events in an out-of-order sequence,without a cause/effect (i.e. you might play the ending 1st,without knowing anything about the rest of the story); i´ve only saw non-linear storytelling in some books,movies...[...]
As for the linearity of the game it's back to the same old circular argument where the option of not going down certain roads that ultimately influence the endings based on the main character's motivations is not a real option hence why it's linear.
But in this case The Witcher 3 is linear as well because whatever you do you still fight Eredin at the end an no amount of options change that, likewise with the other main story beats, yeah you can chose the order in which you do them but ultimately you have to visit Velen, Novigrad and Skellige that ultimately leads to the assault on Kaer Morhen.
Yes you can change minor details that influence the state of the world in the end, which is the case in Cyberpunk as well.
"Non linear" here tends to be used to indicate a story with multiple branches and choices leading to very different outcomes. I've never seen any post wishing for an out of order storyCan anybody cite a videogame that uses non-linear stories? I mean a linear story presents the events in a chronological order, you can create branches based on player actions/dialogs and even those branches might not intersect at all at any point but the narrative is still linear. A non-linear story should present the events in an out-of-order sequence,without a cause/effect (i.e. you might play the ending 1st,without knowing anything about the rest of the story); i´ve only saw non-linear storytelling in some books,movies...
My view in terms of perceived linearity would be the wider game (excluding endings) Cyberpunk is worse than TW3 if not linear. For example If you compare a character like Meredith stout to Keira Metz. Both characters can have a one night stand, both characters can die. I would argue there's more to Keira's story and it's extremely rewarding platonic or not with experienced & seen conclusions. At best you can say the dark Meredith folowup is a secret few will experience and there's no followup on the brighter path.
As for the endings they are extremely static. Yes there are seven so technically its non linear. However in TW3 Geralt's fate is result of personal choices you make, Ciri's fate is down to multiple choices you make, the political & side character ramifications can be varied depending on the various choices you make. In Cyberpunk you choose who you want to risk in a rooftop mission and the game then statically correlates/re-writes your personal character & fate around that atrocious variable and the political ramification of that mission choice.
v chooses hani > flatlines yori and hani > v loads alt > alt flatlines taki, oda and heli > v chooses pani/city/bus/cyberspace
Thanks, I was just checking."Non linear" here tends to be used to indicate a story with multiple branches and choices leading to very different outcomes. I've never seen any post wishing for an out of order story
This for me its not linear vs non-linear, is that the game designer didn´t provided you for all the possible options/combinations that one can think from v choose hani -->...->end;which I don´t think is possible at all (AI Dungeon perhaps is able to do something like that?,I did try but not in deep) is kind of interactive storytelling/procedural story generation. The "v chooses pani/city/bus/cyberspace" actually you can do, if you don´t put a bullet in your head. But since there is a branching point they don´t intersect (which I thought it was what many people wanted as non-linear).v chooses hani > flatlines yori and hani > v loads alt > alt flatlines taki, oda and heli > v chooses pani/city/bus/cyberspace
its strange cos it lies on the surfacethe game designer didn´t provided you for all the possible options
its strange cos it lies on the surface
they already implemented kill/nokill mechanics but then decided to canceled it
they already has cutscenes which they could use for different outcomes
just change voice lines and some minor actions a little
i don't believe that my thoughts are unique
Completely agree, is why I asked 1stIt's cool everyone can define non-linear a little bit differently lol I see non-linear as meaning an "all roads lead to Rome" kind of situation.
I'd be more happy with less endings, but actually feeling like I could take different paths to get there.
Nothing that I cannot understand, I also thought it was a little bit weird game decision and actually with what is in place they could have created "branching" that closes other branches (I don´t know like going to the vodoo boys path,closes Panam or stuff like that). I only can thing that they wanted a method so people can see all the endings,without replaying all from the start (pure speculation). It can be that we don´t see that again in gaming story.All that matters in CP is who you call, and if you did the content rather than opting out of hours of the game, you can call them. All of the branching takes place at the very end right before the Point of No Return. It took a lot of replay value out of the game for me.
Don´t know, I could have decided to seduce Adam Smasher to convince him to kill Yorinobu, then betray him and marry Hanako to rule Arasaka. Its really exponential growth based on degree of freedom,at some point you need to put a limit. I can only think about AI Dungeon, that is text based and still didn´t test how much branching capability has.they already implemented kill/nokill mechanics but then decided to canceled it
they already has cutscenes which they could use for different outcomes
just change voice lines and some minor actions a little
Generally when people refer to CP as linear they're saying the narrative itself is a single, straight line for 98% of the game. You begin with the prologue, perform tasks building up to the Heist, do the Heist, open up the Hellman/Evelyn/Hanako side-arcs and eventually end up at the Hanako side-arc as the path forward. From there you reach the point of no return and finally the rooftop. Almost all of these events occur in order. The only time you deviate from the main path is the Hellman/Evelyn side-arc and the side content itself.Can anybody cite a videogame that uses non-linear stories?
Can anybody cite a videogame that uses non-linear stories? I mean a linear story presents the events in a chronological order, you can create branches based on player actions/dialogs and even those branches might not intersect at all at any point but the narrative is still linear. A non-linear story should present the events in an out-of-order sequence,without a cause/effect (i.e. you might play the ending 1st,without knowing anything about the rest of the story); i´ve only saw non-linear storytelling in some books,movies...
It's cool everyone can define non-linear a little bit differently lol I see non-linear as meaning an "all roads lead to Rome" kind of situation. I think it takes a lot of skill to take a person from A to B, but B breaks into B1 and B2, but both of those have to lead to C in a way that feels natural.
I'd be more happy with less endings, but actually feeling like I could take different paths to get there. I was mocked earlier in this thread for liking the ending to DA:I because no matter what you end up fighting and beating the main big bad, but you could choose multiple branches to get there and it felt worth it to go back and choose other options to see how that played out. In CP77 it felt like your choices weren't "go with mages or templars, does this person die or do these people" it felt like "do this mission or don't do this mission." Even in Mass Effect's horrendously bad choose-a-color endings, who you chose to help or didn't choose to help mattered to the cinematic. All that matters in CP is who you call, and if you did the content rather than opting out of hours of the game, you can call them. All of the branching takes place at the very end right before the Point of No Return. It took a lot of replay value out of the game for me.