Articles like this remind me why I so loved Demon's Souls, and why Dark Souls is far and away my most anticipated future release.
That's not the commonly accepted definition of Linearity at all. You've got it all wrong sorry. What you're talking about is a real-time dynamic world. Non-linearity means that the world changes in a tangible manner depending entirely upon your choices. In several Witcher and Fallout quests you can choose to let someone die and that hugely impacts and alters the narrative. THAT's non-linearity.bojac6 said:But those games are quite linear when it comes to story. Nothing happens in Fallout (especially 3), Bioware, and the Elder Scrolls unless you arrive. It's not a non-linear story if I receive the quest "rescue so and so from trolls" and I can either do it immediately or dance around the countryside fighting bandits for 6 hours and then do the quest. It's the same quest either way, and events unfurl the exact same way.
A simple example of non-linear story telling would be if you got that quest, but the person is killed if you take too long to get there. Or if you're too far away. Of course this just means the game has to adapt to the character being alive or dead. Ultimately, in a computer game, the developers have to predict all possible plot lines for a narrative to progress. And the only way to do that is to make it linear.
Oblivion after you're done with the story is nonlinear. It's just you in a world leveling up. But the narrative is very linear. Same with Fallout. Old Bioware RPGs just ended. Mount and Blade is a great example of a non-linear game, but it makes no attempt at a narrative.
The only way to have a non-linear narrative driven game is a table-top, where the person running the game is able to adapt and progress the narrative in response to any and all actions taken by the players. A computer simply cannot be programmed to do that.
I actually said something about this specifically on page 2008Zulu said:It reminds me of Kojima and Metal Gear Solid a few years back, essentially "Play the game how I want you to or don't play at all."Yahtzee Croshaw said:Is less choice and less complexity really the future of gaming?
It seems to be the direction the Triple A game producers seem to be taking.
The Metal Gear Solid games are probably some of the least linear "linear" games I've ever played. Have you actually tried them? You could go stealthily, choosing to kill, knock out, or avoid every guard, or you could go guns blazing, or a mix of both. Even the bosses had multiple entirely different ways to beat them. I'm kind of flabbergasted (that's right, flabbergasted) whenever I hear this because the only possible reason Escapists would say it is by misinterpreting and then parroting Yahtzee.Also, I know Yahtzee would never mention this, but the Metal Gear Solid games had lots of freedom despite the huge emphasis on cut scenes. MGS4 had ten hours of cut scenes and twenty hours of gameplay that could be played however you chose. Not necessarily as a sandbox, but with a freeflowing choice between stealth and action and levels big enough to choose your own route. Unfortunately it always gets criticized by people who parrot Yahtzee as being too much like a movie even though it's far from that compared to most other AAA games.
This. Linearity isn't inherently bad, and if handled properly, it's just a part of the experience. A game doesn't have to be a sandbox to be good, but it must be handled properly. Plenty of the old adventure games have linearity, but my interest is still piqued even though I'm mucking about trying to get the "flag" for the next area. About the only memorable bad railroad game for me was Unreal II. Although I did finish it, it was a chore around the end because it was missing something to hold my interest. The same with Brood War. Once I started playing the Zerg, I completely lost interest and never bothered finishing it.koriantor said:Examples of good railroading: KotOR, Jade Empire, Thief Series, Any Valve Game, Sands of Time, Silent Hill 2 (I'm assuming based on what I know about it). The fact that these games treat you like you're not a bowl of pudding might be one of the reasons Yahtzee likes these games.
Examples of bad railroading: Mass Effect 2 (Dangit, I did NOT want to work for Cerberus), <looking through my games library and realizing I don't have any "standard" shooters since I'm poor and can't afford bad games so if you have more games to add to this please tell me because I can't put down games without playing them in good conscious>
Sooo... Was it about 3D or gameplay linearity?Yahtzee Croshaw said:Extra Punctuation: The Rise of Rail Roading
Is less choice and less complexity really the future of gaming?
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It gets more shallow so more people can get into it, developers and publishers can make more money. Yet on the flipside games won't gain that respect they deserve when all the newer players see is the shallow, hyped, and or overrated stuff. They're normally put off by older games because of raw difficulty, the need for timing, graphics, there's a curve to control mastery and or the use of raw instinct. Most newer players have it really easy compared to past generations where you had to rush in and get the job done. Now the game tells you when its safe or unsafe to proceed. Even though you had to put in 75%+ of the work in pass generations the games left a better taste after I beat'em, I took in my own tactics and won. I wasn't being handheld because developers think some people are too dense too notice common sense choices when it comes to games.ZippyDSMlee said:The illusion of freedom has died off in the past 6-12 years this is when Jrpgs and Wfps's moved to the tighter corridor layout format(with WRPGs following in due time), I blame lazy developers getting rid of exploration for reasons as simple as development time issues, we can save time thus money by dropping depth down a few rungs, these days its worse with dailog tree options and even combat so utterly ultra simplified I am at a loss at times to stay in this hobby thats growing more shallow by the year.
Ya things will get worse and games will get cheaper and cheaper a month or 2 after launch, still 30$ is too much for most modern games, I wait until its 10-20$ before I add stuff to my collection.TheDooD said:It gets more shallow so more people can get into it, developers and publishers can make more money. Yet on the flipside games won't gain that respect they deserve when all the newer players see is the shallow, hyped, and or overrated stuff. They're normally put off by older games because of raw difficulty, the need for timing, graphics, there's a curve to control mastery and or the use of raw instinct. Most newer players have it really easy compared to past generations where you had to rush in and get the job done. Now the game tells you when its safe or unsafe to proceed. Even though you had to put in 75%+ of the work in pass generations the games left a better taste after I beat'em, I took in my own tactics and won. I wasn't being handheld because developers think some people are too dense too notice common sense choices when it comes to games.ZippyDSMlee said:The illusion of freedom has died off in the past 6-12 years this is when Jrpgs and Wfps's moved to the tighter corridor layout format(with WRPGs following in due time), I blame lazy developers getting rid of exploration for reasons as simple as development time issues, we can save time thus money by dropping depth down a few rungs, these days its worse with dailog tree options and even combat so utterly ultra simplified I am at a loss at times to stay in this hobby thats growing more shallow by the year.
Maybe it's that twenty hours of gameplay you mentioned is an absolute fabrication. That game is like 12 hours, including cutscenes and gameplay. I do agree that MGS4 did have some great free form gameplay mind, it just sort of falls apart sometimes. Act 3 is a good example, having only 2 sections near the beginning you can actually explore. Act 5 is even worse; there's literally 2 rooms with actual stealthy bits, then it's boss fight, cutscene button mashing, loooooong cutscene, boss fight, loooooooooooooooooooong cutscene, end.Hobonicus said:I actually said something about this specifically on page 2008Zulu said:It reminds me of Kojima and Metal Gear Solid a few years back, essentially "Play the game how I want you to or don't play at all."Yahtzee Croshaw said:Is less choice and less complexity really the future of gaming?
It seems to be the direction the Triple A game producers seem to be taking.
The Metal Gear Solid games are probably some of the least linear "linear" games I've ever played. Have you actually tried them? You could go stealthily, choosing to kill, knock out, or avoid every guard, or you could go guns blazing, or a mix of both. Even the bosses had multiple entirely different ways to beat them. I'm kind of flabbergasted (that's right, flabbergasted) whenever I hear this because the only possible reason Escapists would say it is by misinterpreting and then parroting Yahtzee.Also, I know Yahtzee would never mention this, but the Metal Gear Solid games had lots of freedom despite the huge emphasis on cut scenes. MGS4 had ten hours of cut scenes and twenty hours of gameplay that could be played however you chose. Not necessarily as a sandbox, but with a freeflowing choice between stealth and action and levels big enough to choose your own route. Unfortunately it always gets criticized by people who parrot Yahtzee as being too much like a movie even though it's far from that compared to most other AAA games.
Maybe you also think that having so many cut scenes makes it more movie-esque, which one: is a different category than the rail roading of gameplay entirely, and two: the gameplay itself is still longer than three of your average modern shooters.
Anyway, maybe you can clarify?