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Indigo Prophecy

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Indigo Prophecy is less linear than a movie but is not free reign. Each choice the character makes that you are controlling effects the outcome of the story, but in a controlled way. There are a limited number of outcomes, even if you are unable to decipher it as the player. For example, when the two cops are boxing, you have to be Carla. Certain choices are made for you to allow the story line to continue.
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Another example is when Tyler goes to the book store. You are not able to decide to leave the store until you have completed the mission. I think the game works more as a fission model in that each path is still defined, although as the player you can pick the path. This is much different from King's Quest in that, although you can move freely around the world you are in, the game and storyline will not change depending on your choices. Whether or not you kill the witch, you still have to go up into the clouds. While in King's Quest there are two paths to the same place, in Indigo Prophecy, there are multiple paths.


Comments (1)

Andy Cox:

"King's Quest..... although you can move freely around the world you are in, the game and storyline will not change depending on your choices."

That's a good point. A distinction needs to be made between spatial and narrative non-linearities.

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