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About Me
Hello, I'm Trevor Johnson, also known as Canti-sama. I like to write about things including videogames (that should be paramountly obvious at this point...) music, film, and anime, so what you see in this blog is just one part of my pretentiousness! I'm a nit-picky bitch when it comes to basically everything, so excuse me if I seem like kind of an elitist, even though I try not to be. If I had to sum up who I am, I would do it through top 5 lists, so how about we a do a few right now! But before that, since DTOID tends to remove frontpage posts from my c-blog, here's the list of my frontpages, which I thank everyone very much for!

Frontpage Posts:
1. Monthly Musing - I suck At Videogames: Nostalgia's Curse, 8/12/09
2. Promoted Story - Suda 51 and the "Art" of Videogames, 9/6/09
3. Monthly Musing - Nothing is Sacred: Videogames, 10/7/09

-----FAVORITES-----

Top 5 Favorite Videogames:
5. Fallout 3, PC
4. Mega Man X, SNES
3. Shin Megami Tensei: Persona 4, PS2
2. Braid, PC
1. Shadow of the Colossus, PS2

Top 5 Favorite Albums:
5. Death From Above 1979 - You're A Woman, I'm a Machine, 2004
4. Radiohead - O.K. Computer, 1997
3. Aphex Twin - Selected Ambient Works 85-92, 1992
2. Animal Collective - Strawberry Jam, 2007
1. Sonic Youth - Daydream Nation, 1988

Top 5 Films:
5. Brazil, Directed by Terry Gilliam
4. Fargo, Directed by Joel Coen
3. Fight Club, Directed by David Fincher
2. Shaun of the Dead, Directed by Edgar Wright
1. The Good, the Bad, and the Ugly, Directed by Sergio Leone

Top 5 Anime Productions:
5. Spirited Away, Directed by Hayao Miyazaki
4. The Big O, Directed by Kazuyoshi Katayama
3. Cowboy Bebop, Directed by Shinichirō Watanabe
2. Neon Genesis Evangelion, Directed by Hideko Anno
1. Fooly Cooly, Directed by Kazuya Tsurumaki

----OTHER STUFF----
Avery Island: Musical Opinions From Music Geeks
PSN Name: MetalLink1979
Wii Friend Code - 8089-7286-5497-4717
XBL - Metal Link 904 (Note: My Xbox 360 is in possession of my brother, so this is no longer technically my XBL Tag)
Gamer Profile
3DS friend code:
Steam: MetalLink1979
Battle:
PSN:
Mii: 8089-7286-5497-4717
Gamertag: Metal Link 904
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Anthony Burch
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Growing Trends: Defending Linearity
Canti-sama | 6:43 PM on 10.22.2009 6 comments


Of all growing trends in videogames, the one I've noticed the most is the insistence upon open-world settings or nonlinear adventures. I'm not complaining for the most part, I tend to like Open-world action games like inFAMOUS and Prototype because they give you the option to go off the beaten track and collect orbs or do side missions; break the tension between story missions. However, sometimes, it can be quite bothersome, such as in FarCry2 and Red Faction: Guerrilla where the driving becomes absolutely tedious and obsolete.

However, I'm not here to talk about Open-world games, but quite the opposite; linear adventures. It seems that the biggest complaints levied against purely single player experiences is the lack of multiplayer or the linear design. Now, the lacking multiplayer is a purely economic complaint, as the lack of said multiplayer has no effect upon the narrative and gameplay of the single player game. However, since it's a critic's job to "review" a game, a part of which is measuring it's economic value, I won't complain too much.

However, it blows my mind that people carp about overtly linear design. Many people say they feel constrained or "on rails" when playing a purely linear game, which is an odd complaint to me. When I play a game, the way I approach it and play it is based upon it's design concepts; I don't go into Uncharted: Drake's Fortune hoping that I'll get a helicopter to surf above the jungle. In Ratchet & Clank Future: Tools of Destruction looking for an open-world space setting. I'm looking to play a game that is very specifically designed and paced, which I feel is an advantage of linear experiences.

I recently played Uncharted 2: Among Thieves (I don't own it, but I played about 4 hours of it), which is a purely linear adventure. The game is paced in a way that it gives you these incredible set pieces with great action mixed with kind of quiet parts based upon fun platforming and some minor stealth (The purly stealth section is awful...). It's the changes in pace that really highlight why linear games still have a place in today's market; they are able to control/illicit certain emotions and such much more effectively since they have complete control over where you go and what occurs around you.

The freedom is in the player to accomplish these tasks however they like, and that I think is something that open-world games often advertise but don't really capitalize on. A very big complaint of FarCry 2 is that the game is laconically paced, and as such gets very tedious very quickly. This is because there are basically no set piece moments or areas that are specifically designed for certain actions. Sure, you can take the route of "you make your own set piece", but these moments, while more spontaneous and natural, don't feel as nuanced or frequent.

Take for example Uncharted 2: Among Thieve's train section, where you have to take out enemies by taking advantage of the curving of the train tracks. It's brilliant, and it's extremely fun and exhilarating, and it's just one of the many moments of the game that do such an action-packed set piece. Since the game is designed around the set pieces, they flow and play incredibly well, where as in open-world games, the missions are made to fit the game, meaning there is much more freedom in how you can accomplish the goal more often than not, but the variety and spontaneity of the moments is severely lacking compared to linear games like Uncharted 2: Among Thieves.

Now, I am not a person that judges a game's merits off of graphics alone or really almost at all, but nonetheless, the linear experience also allows developers to create a much better-looking, bug-free experience that will not distract players form the gameplay. Take Prototype for instance, which is a very fun, if not flawed, open-world game. Even though it was released in 2009, it looks much worse than Uncharted: Drake's Fortune, which was released in 2007. Now, many games do not look anywhere near as good as Uncharted: Drake's Fortune, but that's the beauty of it.

With a linear game, developers are able to accomplish much more than open-world games because of the games singular nature. Take Grand Theft Auto IV for instance; as it stands, this is easily one of the best-looking open world games, if not the best-looking open world game, of 2007. However, even still, it couldn't compare to other linear games in many respects; textures, especially inside environments, were mushy and blended into one another, animations were sometimes down-right terrible (playing pool, executions, etc.)

Now, these days, they're looking much better, like inFAMOUS, which is probably the best example, but even that game has it's problems; pop-in textures plagued collection, characters looked blocky and unnatural up close, and then there are the glitches. This is the biggest problem with almost any open-world games presentation; bugs and glitches. I don't think I need to go into the many times people would walk into/onto one another in Grand Theft Auto IV and inFAMOUS, or how often in inFAMOUS you would get stuck between geometry.

The main point is that linear games still have a place in today's market; not everything has to have a nonlinear/open-world aspect. Most of the time, the mechanic just feels tacked on anyways, like Call of Juarez: Bound in Blood's two (count 'em) open-world areas where you can do side missions. Why wasn't this applied to the rest of the game? Because linearity is still valid. NOt everything has to offer up this element of freedom, which basically amounts to a drive between story missions.

When done well, open-world design is an attractive thing, but in the same way, so is linearity. While non-linearity gives the player freedom to do what they want, when they want, linearity gives the designer the freedom to do the what they want, when they want, and just like film and music, it's always a treat to experience something that someone else's creative mind can bring us. Not every game has to be a Choose you own adventure affair; sometimes when the adventure is given to you, a pre-determined path can offer up some of the most brilliant gameplay and scenarios you'll play in a game.



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5 comments | showing # 1 to 5
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RBinator's Avatar - Comment posted on 10/22/2009 21:10
RBinator
Linear and non-linear games both have their place. People are not saying a game is bad just because it’s linear, although I may have missed the hate for them that you may have experienced. I agree that with linear gameplay, you can still have a blast and set up some of the best game play out there. Arkham Asylum is one of the best games I played this year and it set itself up very well. I think the main complain about linearity is the limited replay value. Even linear games may have more than one way to do a task given out to you. In Batman: AA, there are moments here and there where you have to take out armored goons with stealth, but there are various ways to take them out. You could also do things better than last time, like chaining bigger combos and dodging a lot better.

Many linear games these days tend to have some stuff on the side to do, although usually not right away. In Batman: AA, there’s the Riddler Challenges to do, although more become doable as you progress throughout the game. Since you mention Ratchet & Clank Future: Tools of Destruction, there are some stuff to do on the side, like collect plans for the ultimate weapon, find golden bolts, or earn skill points. I can hardly think of any games that are strictly linear and allow no extra stuff to be done on the side at all.

Uncharted 2 sounds like it could be a blast for me to play the first time, but what about re-playing it? For people like me, I’m not quite able to enjoy doing something very similar again and again. I get a lot of fun from games from not knowing what to expect next. I also like having more than one way to do something. If I replay Batman: AA, there’s not much different stuff that I can do that I haven’t done when I first played it. Based on this logic, I can also barely stand to re-watch the same movies over and over.

I don’t think it’s entirely fair to compare the graphics between the two. Open world games tend to have to process a lot more stuff going on at once and can't produce the same graphics while keeping the frame rate out of single digits. I would like to debunk your example of open world games having more bugs than linear games, but since that’s really the case, you have a point there.

And that’s all I got for now without dragging the comment out longer with repeated stuff.
SovietMudkipz's Avatar - Comment posted on 10/23/2009 08:12
SovietMudkipz
I agree entirely. Linearity gives games a resemblance to an actual story or quest, meaning you see everything in order. You have to go in one direction while playing a linear game. You can't escape what the game is trying to show you. The pacing is a lot more cohesive.
Andrew Kauz's Avatar - Comment posted on 10/23/2009 09:40
Andrew Kauz
Yeah, I'll still suggest that the best storytelling will come out of a linear experience, at least until devs find a way to really make narrative work in non-linear experiences. I'm not saying that it doesn't, but all of the best recent game stories that I can think of have come from non-linear games. As for gameplay, I think both are valid. I especially love the non-scripted amazing things that can happen in a non-linear game--those sorts of experiences that you imagine no one else has ever had. There's something really special about that.

Nice post, man!
flabzilla's Avatar - Comment posted on 10/23/2009 18:11
flabzilla
It gets kind of tricky with the RPG genre in my opinion which can go in either direction and you have fans looking for linear experiances or non linear ones.

When i play an RPG I expect some degree of freedom but I do like have a scripted story to follow along.

Games like fallout 3 don't really appeal to me but at the same time Eternal Sonata was the other end of the spectrum which just shuffled you along, where open looking areas where just narrow corridors in disguise.
Madfrogger's Avatar - Comment posted on 10/25/2009 21:08
Madfrogger
For me it depends on what the game is about. It just wouldn't make sense to have an open-world Prince of Persia. I usually have more fun with linear games because of the story element, but I felt odd playing Left 4 Dead.

I'm not huge on stories unless they are told well, but the lack of one for Left 4 Dead actually made me kind of stop playing it. It just got boring to me once I knew all the spots for 25 damage pounces, or to defend against everything (I'M TALKING ABOUT YOU CLOSET NEAR ELEVATOR). I mean damn, at least provide a backstory. I guess I went in expecting the wrong thing (again), seeing as Team Fortress and Counter-Strike are basically pure multiplayer games.
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