Poll: Linear vs. Non-Linear

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Frybird

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Jan 7, 2008
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It of course depends on the game.

And of course, would there be a non linear game where you have many different ways how your character and the story evolves over time in all those different directions without ever having to cross paths with other possible storylines in unbelievable ways (like the good old RPG thing where a evil character must do something good and is just given the option to rob the quest-giver afterwards), staying believable all the time.

The thing is, hardly any non-linear game can pull this off.

So i stick with linearity for most of the time...
 

mikecoulter

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Dec 27, 2008
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If both can be done to a high standard, I'm fine with it. I like having options on how to complete a mission, something I applaud Farcry 2 for. They possibly have the best non-linear game set up.
 

D_987

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Take Mass Effect as the best of both worlds - on one hand the story is linear - you have to go to each planet and once there the story events unfold as they would do everyplaythrough. On the other hand the optional dialouge, and the fact you can choose what mission you go on (thus effecting the dialouge and possible story events later on in the game) make it non-linear. This is the type of system I wish for most WRPG's to follow.

As for shooters, a non-linear story is, in my opinion, best. I don't like having to travel all over the place just to shoot people (Farcry 2) I just want a gripping storyline thats fast paced and intresting (Call of Duty).
 

BardSeed

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PedroSteckecilo said:
THERE ARE NO NON-LINEAR GAMES!

Just games with Linear Stories you can access in a non-linear fashion.

Also I'd rather have a good Linear Story than a shitty "non-linear (lies)" one.
Wouldn't you class a game like fallout (1) as having a non-linear story? Sure, you take the same quests, but there are 2-5 ways to complete each, and they don't always give you the same result.
You can even join the master, rather than destroying him and saving the vault 13 dwellers, or you can end the game early by divulging the vault's location to the super mutants.
 

CitizenMac

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May 20, 2009
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I don't mind either. A linear game done well can provide a pretty tight and fun gaming experience and also tell a good story in the process. In fact, I believe the best linear games are the ones where you don't actually realise they're linear, like Half-Life 2. And Portal was linear as hell and really short to boot, but look at the experience it provided.

Similarly, a non-linear game can very easily be just an open world with nothing much to do besides walk around. But if done well, with a complete world, populated with convincing characters and interesting things to do, well, the result is magic, isn't it?
 

Lord_Jaroh

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Apr 24, 2007
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I like both. I like having linear plotlines for a story or stories within a non-linear world. I just wish games could do that more effectively.
 

high_castle

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Both can be executed well, both executed poorly. With western RPGs I usually prefer nonlinear gameplay because it really puts the character and story in your hands. Mass Effect had a great nonlinear gameplay system. You can do the first two-thirds of the game in any manner or order you see fit. Once you trigger the climax, the gameplay becomes pretty linear, but necessary to resolve the plot. And the climax is pretty clearly marked, so you should be able to finish any open assignments or just explore until your heart's content before you beat the main storyline. Mass Effect also managed to keep the sense of urgency about the main quest, even while you were off completing side assignments. This is something other nonlinear games forget sometimes. Like Oblivion. In the opening act, the emperor is murdered and you're charged with finding his heir. But if you choose to go off and rule the fighter's guild, no one really seems to care about an empire in chaos. Some people mention the emperor's death, but that's it. You only get a sense of story and urgency after you advance far enough down the main quest line. But why would you want to? After the emperor's warning, no one seems to care what you do.

A good nonlinear game still remembers the main quest is most important, and usually threatening the safety of the world/empire/galaxy/whatever. While you can complete other missions and tasks as you see fit, they should somewhat tie into the main crisis. They should at least help immerse you in the surrounding worlds. When a game does that, like Mass Effect, the result is something I find preferable to a linear story. But when a game fails, like Oblivion, I would rather play a better-paced linear game. Good pacing can exist in an open world, you just need to work at it.
 

Scarecrow38

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Apr 17, 2008
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Linear for shooters, non- linear for RPGs. That's my motto. Shooters need to control the flow of the story and the pacing so they need you to follow their plan. RPGs are trying to embed you in a world, so you need to be able to believe that it is actually a boundless and existing world.
 

BioEnchanted

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May 7, 2009
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Depends. I've started playing a rather good linear game called Urban Chaos: Riot Response on the PS2. You select a mission, and the missions are straightforward run-and-shoot, but there are side objectives. In each mission there are 8 medals to earn, four on easy/medium, four on hard. These are arrest a certain amount of gang members, find the masks hidden in the level, get a number of headshots and survive without once requiring a checkpoint restart. These medals are optional, but they unlock nice stuff. This game is Linear but very in depth.
 

NeutralDrow

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Mar 23, 2009
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It depends on the game, though I'm far more likely to want to replay a linear game, since I equate it to rereading a favored book. Games with non-linear storytelling or gameplay usually have to have something extra to keep me coming again (typically character customization, like in most WRPGs).

Oh, and by the way...

WillSimplyBe said:
Are you enraged when finishing a novel because they didn't ask for your opinion?
Have you seen the Harry Potter fandom? ^_^
 

Horus456

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Oct 25, 2008
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It seriously depends on what part of what game and what that game is on and about and a billion other factors. Both work in different ways and for different reasons. It isn't as black and white as a lot of people would like. Neither is bad per say but I tend to find that non linear is 'better' in more situations but not necessarily as a rule. For example the half life games. Their great and are highly linear.
 

CNKFan

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Both if done right respectivley. For example Far Cry 2 is a fun game but it would have been better if you just had massive levels as opposed to 50 sq. km. FPS's are better as linear games. WRPG's make fantastic open world games because the whole point of a RPG is to explore and not have to run down a path like JRPGs the worthless things.
 

Thunderhorse31

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D_987 said:
Take Mass Effect as the best of both worlds - on one hand the story is linear - you have to go to each planet and once there the story events unfold as they would do everyplaythrough. On the other hand the optional dialouge, and the fact you can choose what mission you go on (thus effecting the dialouge and possible story events later on in the game) make it non-linear. This is the type of system I wish for most WRPG's to follow.

As for shooters, a non-linear story is, in my opinion, best. I don't like having to travel all over the place just to shoot people (Farcry 2) I just want a gripping storyline thats fast paced and intresting (Call of Duty).
This is pretty much word-for-word what I was going to write.

Edit: I just noticed - I think you meant that for shooters a linear story is best, amirite?