Nonlinear gameplay (English Wikipedia)

Analysis of information sources in references of the Wikipedia article "Nonlinear gameplay" in English language version.

refsWebsite
Global rank English rank
1st place
1st place
704th place
507th place
low place
low place
3rd place
3rd place
875th place
574th place
4,139th place
2,375th place
1,288th place
813th place
1,187th place
718th place
193rd place
152nd place
388th place
265th place
9,077th place
5,953rd place
6th place
6th place
53rd place
44th place
low place
low place
low place
low place
low place
low place
6,429th place
4,124th place
1,438th place
877th place
9,577th place
6,659th place
3,250th place
2,302nd place
51st place
46th place
401st place
271st place
2,126th place
1,297th place
low place
low place
5,272nd place
3,109th place
14th place
14th place
6,996th place
4,215th place
376th place
257th place
low place
low place
low place
low place
2,170th place
1,359th place
2,394th place
1,820th place
1,216th place
797th place
9th place
13th place
1,060th place
700th place
2,024th place
1,177th place

1up.com

adventuregamers.com

  • Morganti, Emily (April 19, 2013). "Mystery House". Adventure Gamers. Retrieved October 15, 2017. Zork was another inspiration—both brothers had played it, and liked how it presented a non-linear world to explore.
  • Van Es, Martijn (October 5, 2005). "Mystery House". Adventure Gamers. Retrieved October 14, 2017.

allgame.com

andriasang.com

animenewsnetwork.com

archive.org

  • Wolf, Mark J.P. (July 22, 2010). "Formal Aspects of the Video Game: Adventure". The Medium of the Video Game. University of Texas Press. p. 118-19. ISBN 978-0-292-79150-3.
  • Liddel, Bob (September 1981). "The Prisoner". BYTE. pp. 386–387. Retrieved 19 October 2013. When you awaken, the game begins in room #6, which contains a time-consuming invisible maze that is never the same twice . . . [S]cenarios are contained within twenty 'buildings', each of which may be entered at any time.

archive.today

arstechnica.com

  • Moss, Richard (March 25, 2017). "Roam free: A history of open-world gaming". Ars Technica. Retrieved October 6, 2017. Amazingly, open-world games can be traced back to the days of mainframes—namely, to the 1976 text-only game Colossal Cave Adventure for the PDP-10. Adventure at its core wasn't much different to the GTAs, Elites, and Minecrafts 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.
  • Moss, Richard (March 25, 2017). "Roam free: A history of open-world gaming". Ars Technica. Retrieved October 6, 2017. On home computers, the influential role-playing series Ultima similarly captured the freedom, if not the liveliness, of Dungeons & Dragons. 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.

books.google.com

destructoid.com

escapistmagazine.com

frontierstore.net

gamasutra.com

gameplanet.co.nz

old.gameplanet.co.nz

gamesradar.com

gamezone.com

nds.gamezone.com

gamingtrend.com

ign.com

uk.ds.ign.com

ign.com

kontek.net

hg101.kontek.net

  • Derboo, Sam (December 17, 2010). "Dunjonquest". Hardcore Gaming 101. Retrieved October 15, 2017. Temple of Apshai 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 levels.
  • "005". Hardcore Gaming 101. 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 first.
  • Derboo, Sam (December 17, 2010). "Dunjonquest". Hardcore Gaming 101. Retrieved October 15, 2017. There are five different goals to select from, like killing as much civilians as possible or destroying the whole city . . . When [the monster] 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 friends.
  • Derboo, Sam (December 17, 2010). "Dunjonquest". Hardcore Gaming 101. Retrieved October 15, 2017. 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 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.

kotaku.com

kotaku.com.au

  • Alexandra, Heather (May 14, 2017). "The Hitman Series Has A Long History Of Excellence". Kotaku. Archived from the original on May 16, 2017. Retrieved 2017-10-15. In many ways, the Hitman series draws a direct lineage to Silas Warner's original Castle Wolfenstein 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 series.

lofigames.com

  • "About Kenshi". 25 August 2014.

minecraft.net

education.minecraft.net

next-gen.biz

pcmag.com

prenhall.com

wps.prenhall.com

retrogamer.net

  • Retro Gamer Team (February 17, 2014). "Top Ten Atari 8-Bit Games". Retro Gamer. Retrieved October 14, 2017. The granddaddy of the Elite-style 'space opera', it was also the world's first free-roaming first-person perspective game.

rockpapershotgun.com

rpgamer.com

rpgfan.com

siliconera.com

softpedia.com

news.softpedia.com

theregister.co.uk

  • Sharwood, simon (November 18, 2012). "Author of '80s classic The Hobbit didn't know game was a hit". Eurogamer. Retrieved 2017-10-14. '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.'

web.archive.org

wired.com

  • Schreier, Jason (September 8, 2011). "Time-Travel Gameplay Could Save Final Fantasy XIII-2". Wired. Retrieved 18 October 2011.
  • Kelly, Kevin; Rheingold, Howard (March 1, 1993). "The Dragon Ate My Homework". Wired. Retrieved October 15, 2017. 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 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.

youtube.com

  • Parish, Jeremy (April 19, 2016). "Metroidvania Chronicles #005: Pitfall". YouTube. Retrieved October 15, 2017. Pitfall! 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.