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Grand Theft Auto V
Success vs failure "Bold, new direction"
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mkey82  |
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Keep riding hard, son

Group: Members
Joined: Feb 14, 2008


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Many have tried to tackle the issue of nonlinear storyline and afaik vast majority have failed. Especially when you consider the fact a game like GTA relies on animations/cutscenes and dialog to carry on the story. I really don't think a truly nonlinear game is technically doable without practically developing some sort of artificial intelligence, which could to some extent play with you, instead of having you playing with it.
The only feasible way (as it comes to my mind after thinking about a complex topic such as this for about 90 seconds) is to have the good ole branch, where outcome of one mission leads to a few other possible missions, etc. For instance, you could have "mission 1" which could be some sort of an intro into the game. Then have two possible outcomes (for sake of brevity), obviously "fail" and "success". Failure leads to "mission 2.1" while success would take you on to "mission 2.2".
Now, if you want to have a good storyline, obviously from this point on you'll have to have two storylines, with sensical outcomes. Obviously, "mission 2.1" will have two possible outcomes, again a failure or success and the same will be valid for every other mission. This complicates character progression and interactions drastically. For instance, one of the storylines would probably lead you toward "good" which would (for sake of a story which should be down to the point and sensical) probably end up limiting your crime spree options.
A way to have this trimmed a bit is to have various missions on some level lead to same missions as some other outcomes, so with some intersections you'd need less missions in total. A way to further complicate things and make the whole thing more nonlinear would be to have more then two possible outcomes for every/some mission. For instance, it wouldn't be the same if you'd get busted in different parts of the mission, various outcomes may ensue. Likewise, missions could have various positive outcomes, with a myriad of following all new and fresh intersections.
Lets not pretend the pink elephant is transparent and confront it head on instead. What would "busted" mean? Probably it would drop you in a jail somewhere. That would mean a less skilled player would spend an obnoxiously large amount of game time imprisoned. To break the routine, you could have player dropped in various prison systems, depending on their current geographical position in game and seriousness of the crime committed but nevertheless you'd have to get the player on track for some storyline sooner or later. Of course, one storyline could unfold inside the prison system (brainstorm!).
The other pink elephant is the actual mission content. That is, how many different missions can one possibly imagine? That leads to the unavoidable conclusion - you'd still have maybe a dozen different mission types which would just repeat under different conditions. Lets say, one storyline has you killing and looting for one side, the other has you doing pretty much the same stuff for another family/gang/whatever, just in a (wholly) different setting.
All this being written, I don't think R* is going to get into nonlinear storytelling anytime soon (I'll just ignore what they tried to do in GTAIV and write it off to temporary insanity and accompanying unaccountability for their own actions). The only game I know about which has something like this done well, albeit on a lesser scale is Blade Runner, but that's an entirely different product.
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