Now let's talk about non-linear versus linear game play. Well, what is non-linear game play in a video game world? Well, you can think about games we talked about. Dark Souls, Resident Evil. These are non-linear. You can also think about Super Mario Bros 3, where in between linear levels, you, and on the map, and you have to choose which level you would do, in what order. This is non-linear game play. A lot of different genres of games are more prone to no- linear game play. Well, then you can think of Hack and Slash, door with a treasure genre we talked about before, are role playing games, which are, like the perfect example of environments that are non-linear, that allows you to choose in what order you're going to do quests, events, and how you want the story to unfold as you go. Well, you can just leave the story on the side and as it's called, do a side quest, go on another mission. Well, think about all that when you design a game. Think about how expanded the world can be if it's non-linear. Now let's think about Linear gameplay, linear progression. A game like Limbo for example. is one of the few examples of purely linear gameplay. Your going from my point to another which is a really super long level. Where you go to point A to point B, have a lot of adventures, a journey in between maybe, but no way of coming back. Think of it when you develop the game. Do you want to leave the ability to the player or the character to come back and forth maybe? To look behind? Or do you want only this sort of rush for life, always going forth. All you want to do is vanquish in your way. Just conquering that land. Well, that's linear game play. It's something you need to think about when you design a game. Will you put the accent on the story and create maybe more of a linear experience? Or non-linear one, when your character will be free to explore that universe of yours.