These games are more resistant to forming Sequence Breaker communities in the fan base, and normally don't get them at all simply because there is no sequence to break. Some games eschew the linear path design and opt for a more freeform style, like the Wide-Open Sandbox. Luckily, this tends to have little effect on the game's story or progress, and you can usually go back and do what you missed. Or you could do it completely by accident. Other times they play within the intended boundaries, but still manage to accomplish something intended to be impossible (for instance, jumping a fence using an unforeseen combination of abilities and careful timing). Sometimes, the player exploits a glitch or a bug in the game's programming. The act of sequence breaking is accomplished in many different ways. Such acts and the attempts to discover them are known as Sequence Breaking. Sometimes, fans of a game develop ways to complete tasks in an unexpected order, or skip some entirely, contrary to the developer's intentions. This path manifests to the player as the One True Sequence in which tasks need to be completed. In these ways a path through the game is created. Other ways to progress are usually restricted either by simply not supplying any other options or by placing some sort of impenetrable obstacle in the way of what would otherwise be a valid path. When a game's development team is designing a game, they often form some specific ideas as to the path the player should take when completing the game.
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