This spins off from the Oblivion thread
The following post came from Imran:
It's no longer a set path if you can choose from a1, a2...a10 in any order. It's even less of a set path if you can choose from the first three dungeons in each of the areas in any order.
If you can't do that, it wouldn't be nonlinear according to your definition, because there are certain things your character can't do...
Well, there's no real difference between unable to go to the big boss's lair and an arbitrary number of dungeons because your character isn't strong enough. The game still draws a line somewhere.
From here, we can conclude that nonlinearity of RPG games is a spectrum. One end you have completely linearity, and the other complete nonlinearity. I don't think any RPG games are at either end, they are all along the spectrum.
The following post came from Imran:
Yes, it is still a set path. It doesn't matter if A has 10 dungeons and B has 10 dungeons and so on, you still have to go A->B or else you'll die.
No one is saying that a level 1 character should take on the big boss at the beginning.
What is being said, is that having areas that are closed off to lower level characters because of difficulty defeates the whole idea of a non-linear gameworld. It becomes de facto linear by having such divisions.
From here, we can conclude that nonlinearity of RPG games is a spectrum. One end you have completely linearity, and the other complete nonlinearity. I don't think any RPG games are at either end, they are all along the spectrum.
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