A lot times when people say nonlinear, what they want is a game that responds to their actions.
Sure you can travel A -> E-> C -> B -> D or whatever permutation you please, but if the end result is the same, the game will still feel linear. People want to see consequences in a nonlinear game. If I kill the princess in A, maybe I can't reach B, or maybe I must take D before B then or it opens up a path F. Of course, this is really time consuming for developers. Not only do they have to anticipate every player action, they have to write in appropriate and different reponses for each one.
Deus Ex was great for creating the illusion of nonlinear gameplay (as Molineaux said). You still had to travel A -> B -> C, but because there were many ways to complete A, B, and C, you feel as if your choices matter. However, the game at its core is still very linear.
Sure you can travel A -> E-> C -> B -> D or whatever permutation you please, but if the end result is the same, the game will still feel linear. People want to see consequences in a nonlinear game. If I kill the princess in A, maybe I can't reach B, or maybe I must take D before B then or it opens up a path F. Of course, this is really time consuming for developers. Not only do they have to anticipate every player action, they have to write in appropriate and different reponses for each one.
Deus Ex was great for creating the illusion of nonlinear gameplay (as Molineaux said). You still had to travel A -> B -> C, but because there were many ways to complete A, B, and C, you feel as if your choices matter. However, the game at its core is still very linear.
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