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About Me
About Me

Well, not too sure what to say really. I'm 21 years old, been gaming for almost as long as I can remember. My first game system was a Sega Genesis and I was completely obsessed with Sonic the Hedgehog. Still am, despite his lack of good games nowadays.

I'm in college, just finished my junior year now. (YAY!) I'm an English Major, hoping to be a writer someday, no matter how lofty a goal that may be. I'm working on some books actually, most of them fantasy-style, but I'm also dabbling in the more realistic too.

Other than that, there's not much else to say. I know I make a lot of typos, I probably made a bunch up there as well. But yeah, hope to meet some cool people here and have some good times gaming.

PSN Name

Ryoma90 (Feel free to add me.)

Game Consoles

Playstation 3
Wii
Xbox 360
Playstation 2
Dreamcast
DS
PSP

Favorite Game

Skies of Arcadia for the Dreamcast. It was my first RPG, I fell in love with it. I was kinda late on the RPG Bandwagon, but better late than never I suppose.

Currently Playing

Mirror's Edge
Tales of Vesperia
Final Fantasy IV Complete Collection
Gamer Profile
3DS friend code:
Steam: Ryoma900
Battle:
PSN: Ryoma90
Mii: Gotta find it...
Gamertag: Despite having an Xbox, I refuse to pay for Xbox Live
Following (8)
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Discarded Couch Sandwich
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Zippyduda
Take away my Freedom! Or, why I think Linear Gameplay is Superior
Ryoma90 | 9:56 AM on 07.05.2011 6 comments


Wow, I haven't updated this blog in a long time. Like, over a year. Maybe two. I point the blame squarely at college and real life sucking up all of my non-video game time, and even having the gall to cut into said video game time.

I know. How dare I let something so petty as college cut into precious video game time? But, that's another tale full of sighs, sorrow, and things that are best left unsaid in a public blog. We are here today to talk about Freedom in video games! And talk about it we shall!

Let me first say that I'm quickly finding myself to be an old-school gamer more and more. I'm finding much of today's gaming world to be a frustrating affair full of dark greys and grizzled men shouting unfunny one-liners. I know that this isn't wholly accurate to say, but I sometimes feel that we are more or less stuck in these bland areas, and I feel that gaming can be so much more than that.



But I digress. Again. Freedom. Yes! Let's talk about Freedom!

Or rather, how I don't want it in my games. I realize that this is a somewhat backwards way of thinking, but I don't like when games more or less plop me in a sandbox and expect me to go whilly nilly. I'm not exactly the most creative person when it comes to these things, and I often find myself running out of silly things to do. Sure, it's fun to run around with a bazooka and shoot people for a while, but it only lasts about one play session or so before I move onto the story mode, rarely going back to the sandboxy stuff at all.

I'm speaking primarily about Grand Theft Auto IV when I say this. The game literally has a button you can push to activate sandbox mode, and while that's all well and good for a while, I eventually just stopped pushing it, and just went through the story missions. And I had a great time doing it. The story missions were great fun, well varied, and the story of the game itself was strong enough to carry me through them all. And yet, despite one or two sessions, I was essentially playing what boiled down to be a linear experience. Sure, I could choose the order of the missions I went on, but because the city was so big I often just chose the one that was closest to where I ended the last mission. Traveling from mission to mission added an unnecessary hurdle (and time) between missions.

That might be a bit unfair to say. The open-world aspect is what makes a game like GTA work, and just because I chose to play it linearly does not mean that everyone wants to, nor should they have to. GTA is practically its own genre, and everyone plays each genre differently. And that's fine, and doesn't bug me. What does bug me is when non-linearity affects the game as a whole.

Some game reviewers tend to cycle linearity as a negative aspect. Personally, I don't think it is. Some people may disagree with me, but I like to play a game and be led down a story path. Let the game lead me through situations, meet characters, get involved with them, and come to a conclusion. Essentially an interactive movie in a lot of ways. And that's fine by me. In fact, I tend to prefer it.

People that know me will immediately raise a red flag here. But since I haven't been on here in ages, let me walk you through their reaction.

Ryoma: I like linear games.

Everyone else: BAWHAT? But you hates teh Final Fantasy XIII. And that game is the King, Queen, and PRINCE of linear! YOU ARE A LIARSX!@#!$!@

That is true. I hate Final Fantasy XIII. With a passion. But not because of its linearity. Honestly, I think in the right hands, an RPG where the party members are assigned in each battle can be kind of interesting. It would force some interesting battle situations on the player, and in turn get the player to experience each character in full. I don't think this would appeal to everyone, but this kind of "work with what you have" motif might turn into a challenging experience. Imagine going up against a boss designed to be strong against the characters you currently have in your party, so you are forced to think in new ways to defeat the foe, and new ways for the characters to work together.

It's a thought.

In brief, my hatred of Final Fantasy XIII comes from its stupid battle system that is neither challenging nor interest (and barely counts as playing), from it's terrible cast (Snow needs to be lit on fire) and from the poorly way it's told (datalog isn't a nice feature, it's required reading). That topic can be explored in a later blog if I choose to, but not now.

Also, sometimes I think forced non-linearity can hurt an experience. For this example, I turn to 2008's remake/reboot/re-whatever, Prince of Persia. In this game, which actually has a lot going for it, you play as the titular Prince, save a girl, and travel with her to stop a bad-guy. The game is split into four worlds, and lets you choose the order in which to go through them. This sounds delightful on paper, but it actually (in my opinion) mars the experience. Yahtzee of Zero Punctuation pretty much hit the nail on the head here when he reviewed the game, and I agree with him 100%.



But, for those of you who don't watch Zero Punctuation (What is wrong with you?), here is basically what Yahtzee said. Because the game lets you play in the worlds in any order, the game's difficulty never increases. It doesn't build on itself. Each level can be played first and therefore has to be of roughly the same difficulty for newcomers. So, that means the level you played first will be as difficult as the level you played third. While the game does try to make it more difficult with (I forget the actual name) black stuff on levels that can kill you, it does little to shake the feeling that the game really is not gaining any difficulty or momentum.

The game has you learn powers, and each level is designed around a new power. That's all good, but they never cross over and get used in tandem until the game's final act. Only then, since the game knows you've completed all the other levels, does the difficulty increase and you get to use all the powers together.

It not only affects gameplay, but the storytelling as well. Once again, because each area can be viewed in any order, the characters make little to no progress. The whole game centers around the dialogue between Prince and Girl (Elika, I think), and to the game's credit, the dialogue is fairly witty and well done. You'll go through an area, Prince and Girl seem to make some progress, only to have all of that development be dropped in the next area. Girl seems to get nicer, only to grow cold again in the next area. Once again, only in the final act do you get to see these characters grow to trust each other. What should have been a slow, gradual change becomes stark and sudden. And it just doesn't work.

I'm a bit of writer in my spare time (What a concept) and I know what it's like to try and craft a tale. And I can't imagine trying to do so when a reader can read any chapter in any order. It's certainly non-linear, but it will also feel like it's spinning its wheels a bit.

I do think of video games as interactive stories, and I realize that that tag might not be entirely accurate to every game. I think that, with that thought in mind, most games should have some linearity to them. Being led along isn't always a bad thing. In fact, sometimes, it can be a very good thing.

Thank you for reading if you managed to get through the wall of text I just typed. I might keep this updated more regularly in the future. We'll see.



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6 comments | showing # 1 to 6
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VenusInFurs's Avatar - Comment posted on 07/05/2011 10:40
VenusInFurs
I was going to write about this topic.
ManWithNoName's Avatar - Comment posted on 07/05/2011 10:44
ManWithNoName
Linearity is good from a story perspective. I see GTA as a tv series, with a lot of episodes telling a full story with an over-arc general storyline. You can tell good stories in no linear fashion, but it must be done with extreme care.
PlayHangman's Avatar - Comment posted on 07/05/2011 11:14
PlayHangman
I disagree.

The problem here is that you put up pretty poor examples of non-linear games. OBVIOUSLY a bad non-linear game is inferior to a good linear game.

But how about comparing a good non-linear game to a good linear game? Compare Deus Ex to Half Life 1, for example. Both amazing titles, but I'd say Deus Ex is superior. Non-linearity entails more complexity and depth in level design and mechanics, whereas linearity limits this. It also allows for more strategy on the player's part because he can use the more open level design to his advantage. Deus Ex also manages to stay very challenging. Thus, we can say in this type of scenario that non-linearity is superior and there are TONS of examples like this.

On top of that, Half Life 1 is actually less linear than Half Life 2, which is one of the MANY reasons why I've always held the original as the superior game, but that's another blog. :P

It isn't always like this. Imagine, if you will, a non-linear Metal Slug lol. The very idea sounds like a joke because the advantages of linearity are faster pacing and more regulated challenge, which is ESSENTIAL to a game like Metal Slug.

Also, a side note - I think ALL games have some amount of linearity in them. There is no "linear vs. non-linear" because they all lie on a spectrum.

And if Yahtzee wants a good example of a difficulty curve done right in a non-linear game, he should play Jagged Alliance 2 OH WAIT THAT'S RIGHT HE DOESN'T LIKE STRATEGY GAMES THAT DICK
Rhuno's Avatar - Comment posted on 07/05/2011 11:16
Rhuno
I'm not a big fan of open world games. I can't get into them because while you have the freedom to go out and do pretty much whatever you want, there's no real incentive for doing so. I prefer linear games with a good story because then I don't feel like I'm wasting time doing things that serve no real purpose.
Ryoma90's Avatar - Comment posted on 07/05/2011 13:54
Ryoma90
@ManWithNoName: That's a very good way of looking at it. I agree that GTA would make a good TV series, and they likely wouldn't have to change all that much. :)

@PlayHangman: Well, there are exceptions to everything. I used the best examples I could think of on the top of my head. Unfortunately, I have not played any of the games you mentioned, except (some of) the Metal Slug series. And I agree that making that series non-linear would absolutely kill it.

I think it just depends on the game, and the preferences of the gamer. :)
Ryoma90's Avatar - Comment posted on 07/05/2011 13:56
Ryoma90
I hit "post" too early! O_O

@Rhuno: I'm the same way. I like to have clear cut goals in my gaming, and oftentimes, I find those goals in the story. I also need an end tho. Something like a level cap just isn't enough motivation for me to keep chugging through. I avoid online gaming for this reason.
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