Search results
Results from the WOW.Com Content Network
Over a couple of months, the demo was turned into Conquistador Mobile, a gamebook-style strategy adventure game with branching narrative released for Windows Phone 7 in April, 2012. [8] The developers began building Expeditions: Conquistador from scratch as a turn-based 3D role-playing game in April 2012, [ 9 ] and BitComposer released the game ...
Branching storylines are a common trend in visual novels, a subgenre of interactive narrative and adventure games. Visual novels frequently use multiple branching storylines to achieve multiple different endings, allowing non-linear freedom of choice along the way. Decision points within a visual novel often present players with the option of ...
Especially nonlinear video games such as visual novels, role-playing games and interactive dramas often feature multiple endings. Multiple endings may increase a game's replay value, encourage customization or deviate from the story in the form of easter eggs. As such, these video games often, but not always, feature one or multiple "true" or ...
The 32-bit era saw many influential tactical RPGs, such as Konami's 1996 Vandal Hearts series, which feature branching storylines that can be altered by the player's dialogue choices that lead to different endings, [37] as well as Sega's 1997 Shining Force 3, SCEI's Arc the Lad Collection (1996–1999), and Square's 1997 Final Fantasy Tactics ...
This is a comprehensive index of commercial role-playing video games, sorted chronologically by year.Information regarding date of release, developer, publisher, operating system, subgenre and notability is provided where available.
Unlike virtually every other RPG released at the time or since, the non-boss battles of Destiny of an Emperor do not consist solely of encounters with generic units. While generic enemy units do appear in the game, most random battles are fought against one or more generals randomly selected from those roaming the lands the player's party is traveling through at the time.
Last time, I mused a bit on the concept of linearity versus openness in gaming. Today, I'd like to continue that line of thought, with a look at narrative paths in game design.
Released in 2019, the interactive poem uses digital elements and branching storylines to implore the reader to analyze daily environment-effecting choices they may make. NW4T was built with Sugarcube in Twine (software), an open-source application that combines HTML, CSS, and JavaScript to produce interactive stories.