See also: Multiple endings
Often game developers use the idea of character amnesia in games. Character amnesia helps give a game a beginning because the audience only has the understanding that there is a preceding history before the events of the game take place. The character's amnesia allows the developers more leniency with what possibilities or paths the audience can potentially take. This option of choosing paths ultimately results in the development of a non-linear story. Furthermore by creating a nonlinear story line the complexity of game play is greatly expanded. As stated earlier, non-linear game play allows for greater replay value which allows the player to put together the different pieces of a potentially puzzling storyline. This idea of having a complex and deep storyline while the user has little or no prior knowledge of past events is clearly evident in games like Facade. In Facade the player is put into a situation that lasts approximately 10 to 15 minutes in real time yet the events recalled seem to have a basis in years of dramatic history.
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