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Advancing Ideas in Non-Linearity July 13, 2009

Posted by Chris McKenna in Copy+Paste Contributions, Copy+Paste Original.
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[Editor’s note – This article was submitted to Copy+Paste by contributor Omar Yusuf. Check out the rest of Omar’s excellent articles over at Bitmob.com]

Those of us old enough to appreciate the instinctively daunting capacity that videogames possess must be considered fortunate. Today, we stand on the precipice of realizing what used to be wholly unrealistic objectives. Without hesitation, we can imagine videogames that will offer “narrative freedom,” a form of storytelling that can be considered eons more progressive than mere non-linearity. Metroid offered just five endings. Star Wars: Jedi Knight II — Jedi Outcast presented two choices. And still, Fallout 3 is arguably linear in its finite number of quests, objectives, and characters. Yet in the past two decades, the industry has overcome such distance in technological progress, and this leaves me hopeful of what might emerge in the coming years.

Designing a world as convincing as The Matrix may not be so far-fetched. Just don't expect to plug yourself in anytime soon!



Milestones in gaming: The “Citadel” July 5, 2009

Posted by Chris McKenna in Copy+Paste Original, Fallout 3, Games, Valve.
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Half-Life 2 will go down in history as one of the most influential games of all time, the impact it has on the videogame industry will assuredly be felt for generations to come.

I’m not referring to the innovative first-person storytelling, the realistic characters or the razor-sharp level design. All that stuff pales in comparison to Half-Life 2’s greatest accomplishment: the addition of “the citadel” to the videogame lexicon.

Hit the jump to find out how one simple word changed the gaming industry – forever.