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436:, where players have to choose between Light and Dark. While the dark side wants to destroy the world of Enroth, the light side tries to save it. The choice determines which grandmaster levels the player characters can obtain and the quests they have to do in that part of the game. Earlier in the game, the player already has to choose sides in a border conflict between Elves and Humans, or remain neutral. This affects the flag in their Castle Harmondale and a few quests, but not the outcome.
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dodge arrows. 'We didn't design the game or bat with that strategy in mind. It's just that bats flutter as bats do. People playing it came up with that strategy for beating them.' . . . 'All videogames, in the mind of my grumpy, curmudgeonly self, were: To win this game, just go up, up, left, right', Toy said. ' just a series of moves with timing in between them. Execute them in the right order and you win. Permadeath was an attempt to make that go away.'
82:
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because it is hard and tedious for them to experience the "full value" of all the game's content. As a compromise between linear and branching stories, there are also games where stories split into branches and then fold back into a single storyline. In these stories, the plot will branch, but then converge upon some inevitable event, giving the impression of a nonlinear gameplay through the use of
69:
2296:'I wrote the game to be very general and to not restrict people from doing things', Megler recalls. 'Everything was an object. If you killed a dwarf you could use it as a weapon – it was no different to other large heavy objects. That was something you could not do with other games of the time, they had fixed possibilities.'
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takes it further by giving players the freedom to travel backwards and forwards through a timeline to alter the course of history, with each of their choices and actions significantly affect the timeline. The player can return to certain points in history and live through certain events again to make
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series offered a branching storyline, but eventually they were abandoned as too expensive. Nonlinear stories increase the chances for bugs or absurdities if they are not tested properly, although they do provide greater player freedom. Some players have also responded negatively to branching stories
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from the virtual world should they choose to do so, and by doing so may actually alter the number and type of quests that become available to them as the game progresses. The effects of such decisions may not be immediate. Branches of the story may merge or split at different points in the game, but
110:
As with other game elements, linear level design is not absolute. While a nonlinear level can give the freedom to explore or backtrack, there can be a sequence of challenges that a player must solve to complete the level. If a player must confront the challenges in a fixed order nonlinear games will
2263:
The player can take part in this war in one of two possible tasks. The target in scenario 1 is it to cause as much wanton destruction as possible while proceeding to the far north. This is meant as a maneuver to distract from the actual target in
Scenario 2, the military commander in control of the
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in which events are portrayed in a non-chronological order. Many games have offered premature endings should the player fail to meet an objective, but these are usually just interruptions in a player's progress rather than actual endings. Even in games with a linear story, players interact with the
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Wichman likewise observed players inventing strategies for survival. Bats, for example, moved in a zigzag pattern meant to imitate their wild fluttering. Crafty players realized they could defeat bats easily by luring them into tight corridors. With no room to weave around, bats were helpless to
475:
with power and clean, non-irradiated water; thus, control of the dam means effective control of the region. A fourth option, siding with a robot named Yes Man and prevailing upon or eliminating the other faction leaders, enables the player to go solo and take over the Hoover Dam for themselves.
310:
can lead to entirely new branching paths and endings. Each path only reveals certain aspects of the overall storyline and it is only after uncovering all the possible different paths and outcomes through multiple playthroughs that everything comes together to form a coherent well-written story.
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MUD is very much like the classic game Zork, as well as any of the hundreds of text-based adventure video games that have flourished on personal computers . . . Your job is to explore the room and its objects and discover treasures hidden in the labyrinth of other rooms connected to it. You'll
2191:
There are five different goals to select from, like killing as much civilians as possible or destroying the whole city . . . When finally succumbs to its hunters or starves, you'll be shown your final score, which once again represents the actual "goal" of the game - scoring better than your
522:'s relationship with other characters and in turn the direction and outcome of the storyline. Later games in the series added several variations, including an action gauge that can be raised up or down depending on the situation, and a gauge that the player can manipulate using the
212:
outside of a video game context), that players may control at critical points in the game. Sometimes the player is given a choice of which branch of the plot to follow, while sometimes the path will be based on the player's success or failure at a specific challenge. For example,
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You first face cops in the "maze" segment, where you must hightail your keister into a building. Usually, you start out pretty close to an available edifice, so these mazey bits are really more of a hub where you pick either the "forklift" or "ice skate" building to tackle
406:, providing background information as the narratives progress and as the player comes across various characters and locations, with various stories, situations and related information appearing at distinct locations. It provides enough freedom to allow for the player to
35:
presents players with challenges that can be completed in a number of different sequences. Each player may take on (or even encounter) only some of the challenges possible, and the same challenges may be played in a different order. Conversely, a video game with
264:, features many branching paths that are dictated by the user's text input based on the current situation, but there is still a set number of outcomes as a result of the inherent limitations of programming, and as such, is non-linear, but not entirely so.
106:
can be linear, nonlinear or interactive. In a linear game, there is only one path that the player must take through the level, but in games with nonlinear gameplay, players might have to revisit locations or choose from multiple paths to finish the level.
288:, allowing non-linear freedom of choice along the way. Decision points within a visual novel often present players with the option of altering the course of events during the game, leading to many different possible outcomes. Visual novels are popular in
2234:. Even the first entry (1981) had no levels or "gates" to curb your wanderings through villages, towns, dungeons, and empty countryside in search of a time machine that would allow you to travel back in time a thousand years to kill an evil wizard.
190:
Games that employ linear stories are those where the player cannot change the story line or ending of the story. Many video games use a linear structure, thus making them more similar to other fiction. However, it is common for such games to use
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uses an open-ended structure, the quest merely being to plunder the temple and get filthy rich. So all the levels are accessible from the very beginning, although a fresh, uncheated character is likely to get slaughtered fast in the higher
59:
A game that is significantly nonlinear is sometimes described as being open-ended or a sandbox, and is characterized by allowing players to measure progress through self-determined goals, independent of scripted game elements.
43:
A nonlinear game will allow greater player freedom than a linear game. For example, a nonlinear game may permit multiple sequences to finish the game, a choice between paths to victory, different types of victory, or optional
207:
to increase the dramatic effect of moral choices within the game, although early examples also exist. Still, some games have gone beyond small choices or special endings, offering a branching storyline (also known as an
381:(2008) develop this concept further, by allowing the player to alternate between the perspectives of several or more different characters, making choices with one character that have consequences for other characters.
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A truly nonlinear story would be written entirely by the actions of the player, and thus remains a difficult design challenge. As such, there is often little or no story in video games with a truly nonlinear gameplay.
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probably need to find a small collection of treasures and clues along the way to win the mother-lode booty, a search that may involve breaking a spell, becoming a wizard, slaying a dragon, or escaping from a dungeon.
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When you awaken, the game begins in room #6, which contains a time-consuming invisible maze that is never the same twice . . . cenarios are contained within twenty 'buildings', each of which may be entered at any
355:(1995) introduced a unique twist to the system by allowing the player to switch between both protagonists at any time during the game, instead of finishing one protagonist's scenario before playing the other.
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games, released in 1981. Both provide labyrinthine spaces, tasking the player to survive through a mixture of impersonation and intelligent planning. It's a strong foundation that led to a memorable game
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in particular offers as many as 86 different endings with hundreds of permutations, setting a benchmark for the number of possible outcomes of a video game. Another unique variation of this system is the
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different choices and see different possible outcomes on the timeline. The player can also travel back and forth between two parallel timelines, and can obtain many possible parallel
231:
Linear stories cost less time and money to develop, since there is only one fixed sequence of events and no major decisions to keep track of. For example, several games from the
223:
series of role-playing video games features numerous quests where player actions dictate the outcome of the story behind the objectives. Players can eliminate in-game characters
114:
A more linear game requires a player to finish levels in a fixed sequence to win. The ability to skip, repeat, or choose between levels makes this type of game less linear.
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became the first action game that demanded its fans sit down and map out routes, breaking down the complex arrangement of what initially appears to be a simple linear path.
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s of today: you could explore, freely, in any direction, and your only goals were to find treasure (which is scattered throughout the cave) and to escape with your life.
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occupation. At the beginning of each scenario comes the choice between three combat suits, which differ in attack strength, shield power, special options and the like.
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often requires the player to have both protagonists co-operate with each other at various points during the game, with choices in one scenario affecting the other.
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seldom allow backtracking. Some games even allow for different starting points, and one way this is done is through a character selection screen.
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featured a "World" system that allows players to revisit key plot points and make different choices to see how the story unfolds differently.
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170:. A sandbox mode is an option in otherwise goal-oriented games and is distinguished from open-ended games that have no objectives, such as
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will confront a player with a fixed sequence of challenges: every player faces every challenge and has to overcome them in the same order.
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is an example where the main stages are free roam, while the levels where Bowser is encountered follow a straight path to the end.
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Craddock, David L (August 5, 2015). "Chapter 2: "Procedural
Dungeons of Doom: Building Rogue, Part 1"". In Magrath, Andrew (ed.).
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It is also not uncommon for visual novels to have multiple protagonists giving different perspectives on the story. C's Ware's
162:, a player may turn off or ignore game objectives, or have unlimited access to items. This can open up possibilities that were
52:. Some games feature both linear and nonlinear elements, and some games offer a sandbox mode that allows players to explore an
2356:
The founders of networking giant Novell designed this free-roaming shoot-em-up that inadvertently presaged the arcade classic
394:. The game lacks an overall plot, but it instead presents fragmented narratives and situations in a non-linear manner, as the
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The granddaddy of the Elite-style 'space opera', it was also the world's first free-roaming first-person perspective game.
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instead encourages players to explore the grey, neutral middle-ground in order to view more interesting, "bad" endings.
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Another unique take on the concept is combining non-linear branching storytelling with the concepts of time travel and
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Anime and the visual novel: narrative structure, design and play at the crossroads of animation and computer games
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within a time limit, or not to respond at all within that time; the player's choice, or lack thereof, affects the
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ruler of New Vegas, in command of an army of robots that patrols the city. Each of the three sides aim to control
342:) where the players "pick a side and stick with it" while leaving "the expansive middle area between unexplored".
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Interactive
Storytelling for Video Games: A Player-Centered Approach to Creating Memorable Characters and Stories
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In some games, levels can change between linear design and free roaming depending on the objective of the stage.
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was another inspiration—both brothers had played it, and liked how it presented a non-linear world to explore.
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is an early example of this, where the player had access to warp zones that skipped many levels of the game.
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Amazingly, open-world games can be traced back to the days of mainframes—namely, to the 1976 text-only game
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describes as going well beyond the usual "black and white choice systems" (referring to video games such as
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This is a superb game. It has so many strategic options for both sides that it is unlikely to be optimized.
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909:"New Study: Understanding the Impact of Minecraft in the Math Classroom | Minecraft Education Edition"
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game environment independently from the game's main objectives, if any objectives are provided at all.
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It is not uncommon for visual novels to have morality systems. A well-known example is the 2005 title
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branching choice system where, during an event or conversation, the player must choose an action or
145:. Open-world game designs have existed in some form since the 1980s, such as the space trading game
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depending on the situation. A similar type of conversation system later appeared in a more recent
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Dungeon Hacks: How NetHack, Angband, and Other
Roguelikes Changed the Course of Video Games
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in which a player needs to interact with something before the plot will advance, or
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Playing
American: Open-World Videogames and the Reproduction of American Culture
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When a game is sufficiently large and open-ended, it may be described as an
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461:(NCR), an expansionist military government; and Mr. House, the enigmatic
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497:, by friendship and relationship points between each of the characters.
284:. Visual novels frequently use multiple branching storylines to achieve
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while wandering the city. These narratives are cross-referenced to an
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2399:"Konami Classics Series: Arcade Hits - NDS - Review - GameZone.com"
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Map recreation of "E1M7: Computer
Station" from the action shooter
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480:
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426:(RPGs) to an extent. An early example, published in 1999, is the
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49:
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1185:"How A Visual Novel Made Me Question Morality Systems in Games"
321:
23:
Diagram of routes from a beginning to one of three game endings
3413:
3254:
1040:"The Designer's Notebook: How Many Endings Does a Game Need?"
293:
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game world by performing a variety of actions along the way.
385:
in particular features up to 85 different possible endings.
1468:"Radiant Historia Gives Off a Distinct Chrono Trigger Vibe"
1311:"428 - The greatest experiment in non-linear story telling"
1147:"AMN and Anime Advanced Announce Anime Game Demo Downloads"
631:
623:
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388:
Another approach to non-linear storytelling can be seen in
111:
often give multiple approaches to achieve said objectives.
68:
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similarly captured the freedom, if not the liveliness, of
1952:
2157:
series draws a direct lineage to Silas Warner's original
1239:
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609:
Early examples (pre-1983) of nonlinear gameplay include:
597:
also features a similar non-linear time travel system to
567:
YU-NO: A girl who chants love at the bound of this world
365:
is another example that features multiple perspectives.
3040:
2226:
On home computers, the influential role-playing series
1648:"Time-Travel Gameplay Could Save Final Fantasy XIII-2"
489:
series, where the storyline is not affected by moral
453:. These factions include Caesar's Legion, a group of
2139:"The Hitman Series Has A Long History Of Excellence"
1021:
1955:"The History of Elite: Space, the Endless Frontier"
1533:"To those of you that asked about Radiant Historia"
1525:
1462:
1460:
1929:Suchar, Joseph T. (July 1980). "Capsule Reviews".
493:like in other role-playing games but, inspired by
1757:Kelly, Kevin; Rheingold, Howard (March 1, 1993).
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1946:
1789:"How The Witcher 3 changes open worlds forever"
471:, which is still operational and supplying the
410:, such as using it as a resource for their own
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1953:Barton, Matt; Bill Loguidice (April 7, 2009).
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1300:
1149:. Hirameki International Group Inc. 2006-02-08
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982:"A Brief History Of Garry's Mod: Count To Ten"
547:. Early attempts at such an approach included
300:released there. A recent acclaimed example is
203:More recently, some games have begun offering
2427:
2066:"Game Design Essentials: 20 Open World Games"
2028:
1865:"Formal Aspects of the Video Game: Adventure"
1559:"Radiant Historia's Full Official Site Opens"
1208:
1094:"The First Free Visual Novel Engine Released"
2197:
1997:
1066:
422:Branching storylines are also often used in
2209:"Roam free: A history of open-world gaming"
2003:
1676:"Roam free: A history of open-world gaming"
1667:
1443:"Alpha Protocol Has A Touch Of Sakura Wars"
1371:
1369:
1283:"The Weird World of Japanese "Novel" Games"
1057:
998:
921:
272:Branching storylines are a common trend in
2434:
2420:
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1233:
1091:
2136:
1971:
1701:at its core wasn't much different to the
1417:"Sakura Wars ~So Long My Love~ Interview"
1344:
1274:
1182:
557:role-playing game series (1995–1999) and
303:999: Nine Hours, Nine Persons, Nine Doors
2342:"7 Classic PC Games With ASCII Graphics"
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433:Might and Magic VII: For Blood and Honor
80:
67:
18:
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2310:"Metroidvania Chronicles #005: Pitfall"
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1167:999: 9 Hours, 9 Persons, 9 Doors Review
1022:Rollings, Andrew; Ernest Adams (2006).
979:
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260:, a video game often categorized as an
185:
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2371:
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2269:
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2130:
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1977:
1928:
1895:
1821:Retro Gamer Team (February 17, 2014).
1801:Open-world games are not exactly new.
1500:
1183:Eisenbeis, Richard (August 28, 2012).
16:Gameplay involving unordered sequences
2441:
2415:
2333:
2276:Sharwood, simon (November 18, 2012).
1871:. University of Texas Press. p.
1786:
1750:
1646:Schreier, Jason (September 8, 2011).
952:"50 Greatest Game Design Innovations"
949:
417:
296:where they account for nearly 70% of
2206:
1862:
1845:
1673:
1329:
940:
2137:Alexandra, Heather (May 14, 2017).
2064:Harris, John (September 26, 2007).
1978:Van Es, Martijn (October 5, 2005).
1630:Tactics Ogre: Let Us Cling Together
1618:Radiant Historia Has "Many" Endings
1358:(June 1995). "Eye of the Monitor".
1139:
13:
2114:. 14 November 2014. Archived from
1922:
1725:Morganti, Emily (April 19, 2013).
1092:Stefanescu, Tudor (24 July 2006).
1028:. Prentice Hall. pp. 194–204.
950:Adams, Ernest (November 1, 2007).
895:"Elite Dangerous - Frontier Store"
847:Massively multiplayer online games
87:space trading and combat simulator
14:
3530:
2308:Parish, Jeremy (April 19, 2016).
2246:Derboo, Sam (December 17, 2010).
2174:Derboo, Sam (December 17, 2010).
1896:Derboo, Sam (December 17, 2010).
1863:Wolf, Mark J.P. (July 22, 2010).
604:
246:. This is typically used in many
2646:
2340:Edwards, Benj (March 10, 2016).
2207:Moss, Richard (March 25, 2017).
2112:"Bosconian - Overview - allgame"
1674:Moss, Richard (March 25, 2017).
1401:Star Ocean: Till The End Of Time
1243:; Josiah Lebowitz (March 2011).
320:, an animated visual novel that
306:, where nearly every action and
267:
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2104:
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1419:. RPGamer. 2010. Archived from
1409:
1394:
1202:
1176:
1160:
1111:
1085:
63:
2401:. 11 July 2011. Archived from
2372:Bishop, Sam (7 January 2000).
2004:Liddel, Bob (September 1981).
1032:
973:
915:
901:
887:
873:
1:
1809:series) was arguably first...
980:Pearson, Craig (2012-08-29).
867:
133:Open worlds and sandbox modes
1869:The Medium of the Video Game
1759:"The Dragon Ate My Homework"
500:Star Ocean: The Second Story
7:
2282:didn't know game was a hit"
1823:"Top Ten Atari 8-Bit Games"
1336:AUUG Conference Proceedings
1067:Sorens, Neil (2008-02-14).
1025:Fundamentals of Game Design
922:Schoppmeier, Sören (2023).
840:
10:
3537:
2644:
1787:Burke, Ron (May 5, 2015).
1593:"Review: Radiant Historia"
1441:Spencer (March 17, 2010).
1069:"Stories from the sandbox"
926:. De Gruyter. p. 29.
776:E.T. the Extra-Terrestrial
286:multiple different endings
85:Galactic trade map of the
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2454:List of video game genres
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744:Crush, Crumble and Chomp!
510:series, which features a
158:In a game with a sandbox
2746:Digital collectible card
2374:"Konami Arcade Classics"
2278:"Author of '80s classic
1803:Akalabeth: World of Doom
1377:Hooking Up in Hyperspace
956:Next Generation Magazine
528:action role-playing game
424:role-playing video games
408:experiment with the game
151:, and often make use of
2831:Roguelike deck-building
2739:Roguelike deck-building
1695:Colossal Cave Adventure
1127:McFarland & Company
1117:Dani Cavallaro (2010),
808:Raiders of the Lost Ark
616:Colossal Cave Adventure
479:Another RPG example is
459:New California Republic
414:campaign, for example.
298:personal computer games
248:graphic adventure games
3514:Video game terminology
2232:Dungeons & Dragons
441:Obsidian Entertainment
244:interactive narratives
153:procedurally generated
95:
78:
24:
3073:Tactical role-playing
2838:Tactical role-playing
2039:. Press Start Press.
962:on September 22, 2010
400:non-player characters
378:428: Shibuya Scramble
369:sound novels such as
278:interactive narrative
242:, without the use of
210:interactive narrative
193:interactive narration
84:
71:
22:
3453:Vertically scrolling
986:Rock, Paper, Shotgun
594:Final Fantasy XIII-2
457:-esque slavers; the
439:A second example is
197:nonlinear narratives
186:Branching storylines
3083:Turn-based strategy
2988:Submarine simulator
2794:Action role-playing
2701:Interactive fiction
2252:Hardcore Gaming 101
2180:Hardcore Gaming 101
2118:on 14 November 2014
2094:Hardcore Gaming 101
1937:Steve Jackson Games
1902:Hardcore Gaming 101
1636:, February 15, 2011
1221:on 14 December 2011
1209:Commodore Wheeler.
1173:, November 16, 2010
398:encounters various
240:nonlinear narrative
3484:Video game modding
3426:Nonlinear gameplay
3088:Turn-based tactics
3056:Real-time strategy
2159:Castle Wolfenstein
2153:In many ways, the
2012:. pp. 386–387
1805:(precursor to the
1382:2012-03-15 at the
1338:, September 1995,
1253:. pp. 194–7.
1249:. Burlington, MA:
736:Castle Wolfenstein
545:parallel universes
530:also published by
473:American Southwest
446:Fallout: New Vegas
430:role-playing game
418:Role-playing games
391:Cosmology of Kyoto
215:Black Isle Studios
96:
79:
33:nonlinear gameplay
25:
3519:Emergent gameplay
3501:
3500:
3497:
3496:
3489:Video game remake
3397:Emergent gameplay
3068:Real-time tactics
3027:
3026:
2966:Flight simulation
2696:Graphic adventure
2642:
2641:
2443:Video game genres
2046:978-0-692-50186-3
1882:978-0-292-79150-3
1599:. 2 February 2011
1539:. 10 January 2011
1513:on 13 August 2011
1260:978-0-240-81717-0
1211:"EVE Burst Error"
883:. 25 August 2014.
672:Computer Bismarck
412:role-playing game
262:interactive drama
117:Super Mario Bros.
3526:
3479:Video game clone
3195:
3194:
3191:Related concepts
2998:Vehicular combat
2853:
2852:
2726:Digital tabletop
2706:Interactive film
2666:Grand Theft Auto
2657:Action-adventure
2650:
2607:Platform fighter
2486:Platform fighter
2469:
2468:
2436:
2429:
2422:
2413:
2412:
2407:
2406:
2405:on 11 July 2011.
2395:
2389:
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2150:
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2134:
2128:
2127:
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2108:
2102:
2101:
2086:
2080:
2079:
2077:
2076:
2061:
2055:
2054:
2032:
2026:
2025:
2019:
2017:
2001:
1995:
1994:
1992:
1990:
1984:Adventure Gamers
1975:
1969:
1968:
1966:
1965:
1950:
1944:
1943:
1926:
1920:
1919:
1914:Temple of Apshai
1910:
1908:
1893:
1887:
1886:
1860:
1843:
1842:
1837:
1835:
1818:
1812:
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1798:
1796:
1784:
1778:
1777:
1771:
1769:
1754:
1748:
1747:
1739:
1737:
1731:Adventure Gamers
1722:
1716:
1715:
1697:for the PDP-10.
1690:
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1671:
1665:
1664:
1662:
1660:
1643:
1637:
1627:
1621:
1615:
1609:
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1589:
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1580:
1578:
1569:. Archived from
1555:
1549:
1548:
1546:
1544:
1529:
1523:
1522:
1520:
1518:
1509:. Archived from
1498:
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1489:
1487:
1478:. Archived from
1464:
1455:
1454:
1452:
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1438:
1432:
1431:
1429:
1428:
1413:
1407:
1398:
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1373:
1364:
1363:
1354:; Murphy, Paul;
1348:
1342:
1333:
1327:
1326:
1324:
1322:
1307:
1298:
1297:
1295:
1294:
1285:. Archived from
1278:
1272:
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1269:
1267:
1237:
1231:
1230:
1228:
1226:
1217:. Archived from
1206:
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967:
958:. Archived from
947:
938:
937:
919:
913:
912:
905:
899:
898:
891:
885:
884:
877:
852:Multiple endings
680:Flight Simulator
664:Temple of Apshai
599:Radiant Historia
573:Radiant Historia
520:player character
396:player character
292:, especially in
276:, a subgenre of
205:multiple endings
3536:
3535:
3529:
3528:
3527:
3525:
3524:
3523:
3504:
3503:
3502:
3493:
3457:
3448:Twitch gameplay
3373:
3337:
3299:
3186:
3138:Survival horror
3111:
3061:Time management
3023:
3002:
2993:Train simulator
2952:
2917:
2889:
2842:
2780:
2750:
2720:
2677:
2651:
2638:
2578:
2574:Survival horror
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2015:
2013:
2002:
1998:
1988:
1986:
1980:"Mystery House"
1976:
1972:
1963:
1961:
1951:
1947:
1932:The Space Gamer
1927:
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1727:"Mystery House"
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1597:destructoid.com
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1537:destructoid.com
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1384:Wayback Machine
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843:
838:
607:
516:dialogue choice
420:
362:Fate/stay night
357:EVE Burst Error
352:EVE Burst Error
308:dialogue choice
282:adventure games
270:
188:
155:environments.
135:
66:
38:linear gameplay
17:
12:
11:
5:
3534:
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3443:Side-scrolling
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3288:Climate change
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3105:Grand strategy
3097:
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2834:
2833:
2823:
2821:Monster-taming
2818:
2813:
2808:
2807:
2806:
2801:
2799:Looter shooter
2790:
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2595:Hack and slash
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2483:
2481:Endless runner
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2081:
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2045:
2027:
2006:"The Prisoner"
1996:
1970:
1945:
1921:
1888:
1881:
1844:
1813:
1779:
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1622:
1610:
1584:
1563:andriasang.com
1550:
1524:
1493:
1456:
1433:
1408:
1393:
1375:Brendan Main,
1365:
1343:
1328:
1299:
1281:Ray Barnholt.
1273:
1259:
1232:
1201:
1175:
1159:
1138:
1110:
1084:
1056:
1031:
997:
972:
939:
932:
914:
900:
886:
881:"About Kenshi"
871:
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605:Early examples
603:
537:Alpha Protocol
419:
416:
269:
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234:Wing Commander
187:
184:
134:
131:
126:Super Mario 64
65:
62:
15:
9:
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3:
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3333:Single-player
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3078:Tower defense
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3019:Immersive sim
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2908:City-building
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2811:Dungeon crawl
2809:
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2797:
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2791:
2789:
2787:
2783:
2777:
2776:Tile-matching
2774:
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2764:Hidden object
2762:
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2734:Deck-building
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2569:Battle royale
2567:
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3046:Auto battler
3014:Falling-sand
2976:Lunar Lander
2786:Role-playing
2769:
2711:Visual novel
2673:Metroidvania
2665:
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2551:Third-person
2524:Shoot 'em up
2509:First-person
2403:the original
2393:
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1681:Ars Technica
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1571:the original
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1511:the original
1506:
1501:WooJin Lee.
1496:
1484:. Retrieved
1480:the original
1471:
1447:. Retrieved
1445:. Siliconera
1436:
1425:. Retrieved
1421:the original
1411:
1396:
1389:The Escapist
1387:
1359:
1352:Rolston, Ken
1346:
1335:
1331:
1319:. Retrieved
1317:. 2009-12-17
1291:. Retrieved
1287:the original
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1219:the original
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960:the original
923:
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862:Metroidvania
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588:Tactics Ogre
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143:sandbox game
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64:Level design
58:
42:
37:
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26:
3390:Hypercasual
3311:Multiplayer
3227:Educational
3177:Programming
3172:Photography
3145:Incremental
2941:Kart racing
2885:Virtual pet
2716:Walking sim
2691:Escape room
2590:Beat 'em up
2529:Bullet hell
2346:PC Magazine
2319:October 15,
2257:October 15,
2185:October 15,
1989:October 14,
1907:October 15,
1834:October 14,
1828:Retro Gamer
1795:October 15,
1768:October 15,
1736:October 15,
1517:3 September
1356:Cook, David
1315:Destructoid
1266:20 February
1251:Focal Press
1225:3 September
683:(1979/1980)
627:(1977/1980)
585:version of
507:Sakura Wars
495:dating sims
375:(1998) and
344:School Days
327:Mass Effect
317:School Days
225:permanently
179:Garry's Mod
3508:Categories
3431:Open world
3342:Production
3263:Nonviolent
2946:Sim racing
2913:Government
2848:Simulation
2539:Twin-stick
2473:Platformer
2351:2017-10-15
2291:2017-10-14
2280:The Hobbit
2220:October 6,
2148:2017-10-15
2075:2008-07-25
2016:19 October
1964:2009-12-27
1687:October 6,
1659:18 October
1634:GamesRadar
1567:Andriasang
1427:2011-03-30
1405:Gameplanet
1293:2011-03-08
1241:Chris Klug
1153:2006-12-01
1078:2008-04-29
991:2017-09-28
966:2009-12-14
868:References
857:Open world
824:Time Pilot
792:The Hobbit
549:Squaresoft
491:alignments
486:Star Ocean
469:Hoover Dam
139:open world
54:open world
29:video game
3217:Christian
3205:Advergame
3093:Artillery
2826:Roguelike
2804:Soulslike
2683:Adventure
2519:Light gun
2286:Eurogamer
2070:Gamasutra
1959:Gamasutra
1939:: 29–30.
1711:Minecraft
1699:Adventure
1321:27 August
1194:28 August
1073:Gamasutra
832:Ultima II
728:Bosconian
712:Adventure
640:Akalabeth
512:real-time
451:Las Vegas
333:Fallout 3
290:East Asia
3469:Minigame
3421:Masocore
3367:Fan game
3237:Licensed
3162:Non-game
3033:Strategy
2903:Business
2602:Fighting
2561:Survival
2546:Tactical
2358:Gauntlet
2326:Pitfall!
2192:friends.
1380:Archived
1123:pp. 78–9
841:See also
800:Pitfall!
656:Superman
570:(1996).
464:de facto
367:Chunsoft
339:BioShock
141:or as a
50:subplots
3436:Sandbox
3278:Serious
3211:BishĹŤjo
3128:Fitness
3100:Wargame
2958:Vehicle
2931:Fishing
2870:Farming
2770:Sokoban
2634:Stealth
2620:Pac-Man
2496:Shooter
2383:4 April
2378:ign.com
2314:YouTube
2162:series.
2122:4 April
1917:levels.
1709:s, and
1603:4 April
1577:4 April
1543:4 April
1503:"YU-NO"
1486:4 April
1472:1up.com
1449:7 March
1103:4 April
1049:4 April
768:Venture
579:endings
481:tri-Ace
428:fantasy
220:Fallout
173:SimCity
166:by the
98:A game
3385:Casual
3378:Design
3360:Doujin
3273:Sci-fi
3249:Sexual
3222:Comedy
3198:Themes
3182:Typing
3155:Rhythm
3133:Horror
2971:Combat
2936:Racing
2923:Sports
2880:Social
2865:Dating
2816:MMORPG
2756:Puzzle
2464:Action
2228:Ultima
2155:Hitman
2143:Kotaku
2099:first.
2043:
1935:(29).
1879:
1873:118-19
1807:Ultima
1507:RPGFan
1360:Dragon
1257:
1215:RPGFan
1189:Kotaku
1133:
930:
835:(1982)
827:(1982)
819:(1982)
816:Snipes
811:(1982)
803:(1982)
795:(1982)
787:(1982)
779:(1982)
771:(1981)
763:(1981)
755:(1981)
752:Ultima
747:(1981)
739:(1981)
731:(1981)
723:(1981)
715:(1980)
707:(1980)
699:(1980)
691:(1980)
675:(1980)
667:(1979)
659:(1979)
651:(1979)
643:(1979)
635:(1978)
619:(1976)
581:. The
554:Chrono
322:Kotaku
257:Facade
176:, and
92:Oolite
46:quests
3462:Other
3415:Kaizo
3408:Gacha
3354:Indie
3316:Co-op
3255:Eroge
3243:Otome
3232:Girls
3167:Party
3150:Music
3007:Other
2981:Space
2668:clone
2629:Snake
2622:clone
2583:Other
2504:Arena
2090:"005"
2023:time.
1763:Wired
1707:Elite
1653:Wired
704:Rogue
455:Roman
372:Machi
294:Japan
148:Elite
104:world
100:level
44:side-
31:with
3362:soft
3293:News
3123:Cozy
3051:MOBA
2857:Life
2614:Maze
2534:Rail
2514:Hero
2385:2018
2321:2017
2259:2017
2222:2017
2187:2017
2124:2018
2041:ISBN
2018:2013
2010:BYTE
1991:2017
1909:2017
1877:ISBN
1836:2017
1797:2017
1770:2017
1743:Zork
1738:2017
1689:2017
1661:2011
1605:2018
1579:2018
1545:2018
1519:2011
1488:2018
1451:2012
1323:2012
1268:2012
1255:ISBN
1227:2011
1196:2012
1131:ISBN
1105:2018
1051:2018
928:ISBN
632:MUD1
624:Zork
532:Sega
336:and
280:and
160:mode
75:Doom
48:and
3402:FMV
3349:AAA
3326:PVP
3321:MMO
3283:Art
2895:CMS
2875:God
2360:...
1705:s,
1703:GTA
1476:1UP
1171:IGN
720:005
583:PSP
561:'s
559:ELF
551:'s
483:'s
443:'s
383:428
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