Couldn't really get the Ernest Adams' reading but was quite interested with a point made by Greg Costikyan about game needs to be non-linear and will less satisfying game. But wasn't games like Final Fantasy popular? They were pretty linear too isn't it? Eh... not very into these complicated games so dont have too many eg... but what I tot was that there r many games out there which r also highly linear but people enjoy them all the same right?
Could it be that what players want is the experience of overcoming the challenges posed to them in the games? Dunno if i'm using the right eg but hey I loved to play mario brothers! u run around one world take all the gold coins and fight 1 monster/overcome 1 puzzle n u move on to the nxt world with the aim of saving the princess (i played this really long ago on my super genius console... not nintendo =p) Most rpg are like that too... you roam around the area level urself up to fight the "king" and go on to the nxt mission/level. I don't think it's really that possible to set a game to be non-linear as I can't imagine how would game designers set the game in this case? At least what they can do now i preset the obstacles for us to go through... n the important thing is that we've accepted and enjoyed such games!
So in this case can we say that games and narration are alike with games having the addition benefit of getting to interact with the other characters and things in the game?

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