Captain Obvious flew by and glared at me just now, as if to say, “Don’t make me come down there.” Still,Unchartedseries creative director Amy Henning puts it out there for those that aren’t seeing the obvious answer: choices would bust the narrative.
“That’s not really our genre,” she toldGametrailers. “We like those kind of games, as players and fans of other games, but for the action-adventure – especially the pulp-adventure genre – that doesn’t really make sense.”

Of course, when you’re right in the action of anUnchartedgame, you’re not thinking about player choice, or missing dialogue trees. And that’s exactly how they designed it to be.
“It’s about having a very clear, linear story arc that doesn’t allow for a lot of the dilution that is created by player choice in some cases. We always call it ‘wide linear’ – within the path that we give you you have a lot of choice within it, it’s not just hit this button, and this button, and this button.”

They call it ‘wide linear,’ she says. I call itdon’t ever stop what you’re doing. I wouldn’t change anything about how the story unfolds inUnchartedgames.
Hennig defends Uncharted’s linearity[Edge]







