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Every Thursday, (Reverend) Anthony Burch discusses something about the world of games that bothers him. They're not really rants, because they're not that angry, but "Anthony Discussions" would be the most boring series title in history.

This week's rant is about how most games that claim to deliver nonlinear gameplay actually do not. At some point in the video I say that I've only heard of one or two truly nonlinear games in my life, but I would love to be proven wrong about that.

But why does a video titled "true nonlinearity" include a shot of Frank Castle torturing a bad guy? I guess you'll have to hit the jump to find out.

Background videos:

http://www.youtube.com/watch?v=wP3FOdJMcLM
http://www.youtube.com/watch?v=L6EKBWVQYRY
http://www.youtube.com/watch?v=s5IRc9uPANo
http://www.youtube.com/watch?v=mOjBkl4n5gs
http://www.youtube.com/watch?v=IU8kl7xYd5M


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101 comments | showing # 51 to 100

mario actually's Avatar - Comment posted on 06/25/2009 17:19
mario actually
@ frezned: Fuck yeah! The Hitman was really good in that aspect. In some missions you could be really creative. I mean, yeah, the goal was set, but you could really decide how to attack it.
Jfro's Avatar - Comment posted on 06/25/2009 17:25
Jfro
@vrplumber:

Gahr! I signed up to destructoid just to bring up Crackdown :P

But yes, I think it is a pretty good example of the type of gameplay Anthony is talking about; sure, the missions are still pretty much completely linear, but:

A. you could discover and take on the bosses in any order you choose.

B. Taking out different bosses would affect gameplay differently -- so you could take out a munitions boss early on knowing that it would cause enemies to have weaker weapons, or take out a boss in charge of recruits in order to thin the enemy ranks.

While neither of these things lead to truly non-linear gameplay, those kind of options / cause & effect relationships are a step in the right direction.

Non-linear gameplay is definitely something I would like to see more of as well -- let's hope more developers listen to Anthony's suggestions and take it to heart. Good job on the story!
alex1314159's Avatar - Comment posted on 06/25/2009 17:28
alex1314159
so in far cry 2 I have finished a whole mission by sniping the guy I need to kill instead of killing all the guys I'm supposed to, that's kinda non-scripted
alex1314159's Avatar - Comment posted on 06/25/2009 17:30
alex1314159
so in far cry 2 I have finished a whole mission by sniping the guy I need to kill instead of killing all the guys I'm supposed to, that's kinda non-scripted
mario actually's Avatar - Comment posted on 06/25/2009 17:31
mario actually
OT: Michael Jackson just died. Fuck. I used to love that guys music as a child. RIP
GuitarAtomik's Avatar - Comment posted on 06/25/2009 17:41
GuitarAtomik
Nice rant Rev. I've been listening to Rebel.FM's Game Club podcast where they play an older, sort of over looked game and talk about it and right now they're playing Hitman: Blood Money which sounds pretty non-linear in a way. Out of the 4 of them playing, they rarely finish the levels the same way and the differences are usually pretty drastic.

For example: One of the missions required you to take out a few people that were rehearsing a play. In this scenario you had every option from hiding in the rafters and dropping the lights on them, to sneaking in to the dressing rooms and replacing a fake gun used to shoot one of the targets in the play with a real one, to just going in guns blazing (which has very negative effects thus discouraging it). One person who had killed everyone on stage was even able to pretend he was dead so that he'd be taken by the coroners and escaped that way.

The trade off was a lot of trial and error, and a lot of pre-scripted patterns for the NPCs but those things did allow a lot of the options.
Dexter345's Avatar - Comment posted on 06/25/2009 17:43
Dexter345
If you're having second thoughts about the title "Rev Rant" but don't want something like "Anthony's Discussions," why not go with "The Reverend's Sermon," or "Preach on, Brother Anthony!"?
Droll's Avatar - Comment posted on 06/25/2009 17:54
Droll
I think you confuse non-linear with choice in the video. Non Linear generally refers to the overall structure of a product, does it not? Don't we use Non Linear to talk about the way the player progresses through the game, as we use Non Linear to refer to the way missions and objectives and content are linked. The situations you describe- detailing a decision to blow up a car instead of chasing a man down, or using your princess to take a blow in a trap...those aren't non linear decisions. Those are options, and gameplay options to boot.
In fact, I think some designers would argue that you've totally missed the point of trying to define yourself in a nonlinear series of situation. In games like Infamous and open world games, or even more linear games with greater options, the player defines themselves in the ways they choose to complete their various missions. In inFamous ( a game that I think is pretty good, but not totally stunning) the "non Linearity" (or, to be more accurate, the player's choices) are not whether the player dispatches enemies, but, rather, how they do it. Are you, the player, going to snipe enemies from a distance? Get in close and send a whole group of enemies flying with a Shockwave? Tag an enemy with a grenade?? Or how do you mix and match the various moves to change the battle? That's the real player choice; giving the player the necessary tools to make their own decisions about gameplay. They can be the character they want to be in the restrictions of the game by choosing how they use their various skills.
Your gameplay scenario in Spelunky is essentially the same thing as the encounters in inFamous. How are the two different? Both games have linear progressions(moving level to level vs moving from story mission to story mission) but it is what we choose to do in those scenarios, given our skills, that accounts for choice and real non-linearity(or real choice).
In fact, your account of the Dwarf Fortress battle goes against the whole idea of non-linear gameplay. Yeah, it's totally badass that the baby killed itself, but that wasn't a player choice, but instead a very specific result in the game that was generated by another person(whoever programed the game, I assume). That's the very definition of an awesome, rare, but undeniably scripted sequence. That wasn't player choice! It was a random roll of the dice that decided on an outcome, not an opportunity for the player to express themselves.
So, here's your other "non-linear" experience(or your game that thrives on player options): Psi Ops: The Mindgate Conspiracy.
One of the few truly great games to come out of Midway, and one of the treasures of the last generation of hardware. It also asks the player to complete a scenario, and it gives the player a number of different tools to solve the problem of, usually, defeating enemies.
The tools you get, however, are PSYCHIC POWERS.
How do you want to defeat an enemy? Do you want to throw him into a wall? Throw him into another enemy? Throw him into a breakable crate? Set him on fire? Set him on fire and throw him at another enemy to set that enemy on fire? Set the box on fire and knock him into an enemy? Take over the other enemies body and shoot the first enemy? Set the second enemy on fire, take over his body, and run him directly at the first enemy while on fire? It's a game that understood, a lot earlier than most games, that choice was letting the player define themselves through a series of interesting tools that could drastically change the way an encounter played out.
Droll's Avatar - Comment posted on 06/25/2009 17:54
Droll
I think you confuse non-linear with choice in the video. Non Linear generally refers to the overall structure of a product, does it not? Don't we use Non Linear to talk about the way the player progresses through the game, as we use Non Linear to refer to the way missions and objectives and content are linked. The situations you describe- detailing a decision to blow up a car instead of chasing a man down, or using your princess to take a blow in a trap...those aren't non linear decisions. Those are options, and gameplay options to boot.
In fact, I think some designers would argue that you've totally missed the point of trying to define yourself in a nonlinear series of situation. In games like Infamous and open world games, or even more linear games with greater options, the player defines themselves in the ways they choose to complete their various missions. In inFamous ( a game that I think is pretty good, but not totally stunning) the "non Linearity" (or, to be more accurate, the player's choices) are not whether the player dispatches enemies, but, rather, how they do it. Are you, the player, going to snipe enemies from a distance? Get in close and send a whole group of enemies flying with a Shockwave? Tag an enemy with a grenade?? Or how do you mix and match the various moves to change the battle? That's the real player choice; giving the player the necessary tools to make their own decisions about gameplay. They can be the character they want to be in the restrictions of the game by choosing how they use their various skills.
Your gameplay scenario in Spelunky is essentially the same thing as the encounters in inFamous. How are the two different? Both games have linear progressions(moving level to level vs moving from story mission to story mission) but it is what we choose to do in those scenarios, given our skills, that accounts for choice and real non-linearity(or real choice).
In fact, your account of the Dwarf Fortress battle goes against the whole idea of non-linear gameplay. Yeah, it's totally badass that the baby killed itself, but that wasn't a player choice, but instead a very specific result in the game that was generated by another person(whoever programed the game, I assume). That's the very definition of an awesome, rare, but undeniably scripted sequence. That wasn't player choice! It was a random roll of the dice that decided on an outcome, not an opportunity for the player to express themselves.
So, here's your other "non-linear" experience(or your game that thrives on player options): Psi Ops: The Mindgate Conspiracy.
One of the few truly great games to come out of Midway, and one of the treasures of the last generation of hardware. It also asks the player to complete a scenario, and it gives the player a number of different tools to solve the problem of, usually, defeating enemies.
The tools you get, however, are PSYCHIC POWERS.
How do you want to defeat an enemy? Do you want to throw him into a wall? Throw him into another enemy? Throw him into a breakable crate? Set him on fire? Set him on fire and throw him at another enemy to set that enemy on fire? Set the box on fire and knock him into an enemy? Take over the other enemies body and shoot the first enemy? Set the second enemy on fire, take over his body, and run him directly at the first enemy while on fire? It's a game that understood, a lot earlier than most games, that choice was letting the player define themselves through a series of interesting tools that could drastically change the way an encounter played out.
dfielder's Avatar - Comment posted on 06/25/2009 17:58
dfielder
Most excellent , I can't tell you how many times my friend and I have talked about the perfect zombie game. Another great rant!
Mini-Boss's Avatar - Comment posted on 06/25/2009 18:09
Mini-Boss
Lots of valid point, another great job
also love the punisher idea, im a huge fan kudos to the guy who wrote that letter
everybodyruns's Avatar - Comment posted on 06/25/2009 18:35
everybodyruns
Yep.

Also, that car bomb story reminded me of Kirov Park Meeting in Hitman 2. The Hitman games do a decent job of non-linearity even though they are mission-based and not open-world.
trunxkam45's Avatar - Comment posted on 06/25/2009 18:44
trunxkam45
it was great I loved it.

Burch can you please do some rant about mods? They are one of our most popular portals to the indie gaming scene. Plus, you guys need to do some piece on NeoTokyo.
AKK's Avatar - Comment posted on 06/25/2009 19:04
AKK
Scribblenauts?
VenatioDecorus's Avatar - Comment posted on 06/25/2009 19:08
VenatioDecorus
I agree totally. The video game as an art form has one huge defining difference when it comes to movies, and that is the interaction of the player with the game world. While films may create a fictional world, games can create an alternate world. Non-linearity is the key to really taking advantage of that difference, and really bringing that game to the next level of interaction.
Gryzor's Avatar - Comment posted on 06/25/2009 20:03
Gryzor
I agree as far as most 'non-linear' games actually being pretty linear and the fact that the most freedom a game usually grants you is limited to how you kill/maim someone; but as far as developers being coerced by the money men in the biz into not making truly non-linear games, PUH LEASE. *rolls eyes*

If it were only as simple as "Sorry, suh... boss-man won't let me make it dat way." :/
ANevskyUSA's Avatar - Comment posted on 06/25/2009 20:30
ANevskyUSA
Howabout Europa Universalis III?
HiddenAHB's Avatar - Comment posted on 06/25/2009 20:51
HiddenAHB
NEVER stop Ranting Rev!
I really enjoyed this one, being a huge fan of moral choices and non-linearity i realy like to see hear your thoughts about it.

PS: I've already said this once and i repeat it now: I want the Punisher Max game now!!
aivan's Avatar - Comment posted on 06/25/2009 21:00
aivan
I love the idea of nonlinear games, but I fear its horrid execution by developers.

But if the game isn't linear, how do you still tell a story? Do we still need scripted moments?

I mean, when you give the player freedom to do as he/she wishes to such a great extent, you can't possibly anticipate every move. And I imagine the deeper it goes the harder it is to tell a good tale.

If so, do the nonlinear gameplay moments make up for a lack of story?

Players creating their own stories within games? I like that thought. Nice rant, as always.
---AMARU---'s Avatar - Comment posted on 06/25/2009 21:02
---AMARU---
i love these videos! i agree with everything rev anthony says!
zeroword's Avatar - Comment posted on 06/25/2009 22:08
zeroword
What do you think about the original Deus Ex? It had multiple ways of approaching levels and different ways of beating them but it did have a linear story. Or is that still too scripted?

Are you saying that future games should somehow procedurally generate results from a players actions?
brownpig's Avatar - Comment posted on 06/25/2009 22:39
brownpig
for true non-linearity, we need sandbox narratives. just like in sandbox physics, how you have different objects that act on physical rules to create unique situations, a sandbox narrative has characters that act according to moral and emotional rules, the combination of which creates a wholly unique story outcome.
this is the area i think gaming most needs to focus on, but i'm doubtful about its potential. its difficult to conceive of being able to program a sandbox narrative that goes beyond characters just forming alliances, enemies, betraying each other etc. it is hard to conceive of a compelling story coming out of such a game.
St1nkyP33t's Avatar - Comment posted on 06/25/2009 23:16
St1nkyP33t
"easy for you to say" kept popping into my mind as i watched this.

doesnt mean he's off, its just that all kinds of hilarious and interesting things happen in games if you know what "system" to look at.

I guess i'm confused at what linearity needs to be broken for a good game? The best example is GTA? Do you not want any narrative, setup, or storyline... so.. you make the game..

why not trying making a game.. that process is nonlinear as hell. doing it right now.. its like a game inside a game
Anthony Burch's Avatar - Comment posted on 06/25/2009 23:48
Anthony Burch
Platypus:
You know, you're right! It is easy to completely ignore what someone says but still unsuccessfully condescend to them by putting random words in quotation marks! Despite the fact that nothing I described in the video was random, from the car bomb to setting off a trap with a damsel, you've managed to successfully douche out through sheer punctuation!

I could, for example, say you're a "troll" who doesn't know what the "fuck" he's "talking about" who manages to "miss" the point of every anecdote of nonlinear gameplay I made as being related to chance and unexpectedness rather than complex systems playing themselves out due to player input, which is what they "are!" I could also hypothetically suggest that you're an "insecure" "toolbag" who has nothing relevant or original to "say!"

St1nkyP33t:
I have indeed made a game, so I know what you mean. Just because it's difficult doesn't mean we shouldn't try to expand in other areas, though.
The Prodigal Son's Avatar - Comment posted on 06/26/2009 02:48
The Prodigal Son
Mr. Burch, why don't you live in my town. Oh, the interesting conversations we would have, sir.
nilcam's Avatar - Comment posted on 06/26/2009 06:51
nilcam
Is nonlinear even a good thing? I find that "nonlinear" games tend to lack the focus I find in most great games. I'm one of those gamers that prefers games that lead me through a basic framework but allow me to choose the method of completion, such as shmups, fighters and puzzle games. This is why I avoid games described as sandbox or nonlinear.
Kaliber's Avatar - Comment posted on 06/26/2009 07:29
Kaliber
I'm surprised Scribblenauts has only been mentioned once, and very briefly..
ParaParaKing's Avatar - Comment posted on 06/26/2009 07:40
ParaParaKing
"I kinda like inFAMOUS: 6.5"
feighnt's Avatar - Comment posted on 06/26/2009 07:54
feighnt
the thing is, i think you're looking towards the wrong types of games for non-linearity - non-linearity is, today, almost dominated by western RPGs (and only *some* of them), whereas your typical action/sandbox game is much more limited in what is possible to happen in the world (including the lack of ability to use dialogue/diplomacy to resolve issues). at the very least, in comparison to some of the examples you gave in the videos, my statement stands true - you can find a fair degree of non-linearity in all of the Fallout games (including the newest, though to a much lesser degree), any of the Elderscrolls-like games from Bethesda (which of course includes Fallout 3), the games developed by Obsidian, etc - all fairly mainstream, and fairly modern. i can give a few examples of course, if you wish.

i have to say, though, i dont get why a few people are saying MMOs are examples of non-linearity in action - EVE Online is probably an exception, though i cant comment personally on it as i've not played it. but i *have* played WoW and, to a lesser extent, Warhammer Online, and a little bit beside this, and these games have all been extremely linear in how you do your quests - the gameplay in these games is almost always far too biased towards combat (and ONLY combat) that there really are few other ways to deal with any obstacles in the game other than by how the game predefines how you deal with it. sure, you can do a little bit of stealth in the game (though there's no such thing in any game i've played as a proper stealth assassination), but most locks cannot be picked (unless they're supremely unimportant, in which case they can ONLY be opened by being picked), you cant bash locked doors or containers, you cant exercise diplomacy in any situation unless the quest specifically demands it (and then it's usually completely railroaded). just saying - most MMOs are virtually posterchildren for railroading.

and the thing that keeps most MMOs from being non-linear is the same thing that keeps most non-western rpgs from being non-linear: a game which is more complex and open-ended pretty well requires slower gameplay. most gamers are off-put by slower, less action-packed games (nothing necessarily wrong with this, everyone wants some good fast fun at least *sometimes* afterall), so the majority of games made which try to cater to this trend are basically incapable of more open-ended problem solving. of course, there are some games that try to be hybrids, though it's not really incorrect to say that, the slower the game, the more complex it *can* be (though not always will be). when making the next big action game (akin to Prototype or whatnot), the develoeprs have to ask the question: How much are we willing to slow the game down to add non-linearity? and they need to be careful, because if they slow things too much, it'll alienate the broader market which is just looking for a really fun, fast game.

i'd better shut up, because i'm rambling awfully. hope i didnt reiterate any points you made in the video that i forgot about :|
Hopeless Savage's Avatar - Comment posted on 06/26/2009 09:25
Hopeless Savage
I think that, largely, true nonlinearity comes from creating a world that's made of things that aren't there exclusively to provide interaction with the player by design. NPC's don't wait for situations A B or C, and stand there like a robot waiting for one to happen. I mean, they could wait specifically for A B or C, but they should also gauge environmental and personal actions D through M, and respond accordingly.

The Hitman series, particularly Blood Money, treads the line between being nonlinear in name only, and true nonlinearity. The relatively simple objectives never stray far from "Kill the target, don't get caught (unless you want to)" but you can go about them in a number of ways. Almost every target you can just wait until they're alone, or find a way to scare off their escorts, and then shoot them in the head and hide them in a bin. But, for example, if the character keeps drinking from a bottle, you can wait until he leaves, and then poison the bottle, or if he's standing under a piano, you can set explosives to drop the piano on him. You can grab him from behind and push him out a window, or stuff him into a garbage truck and turn it on, or shoot out the glass ceiling above his head- but at the end of the day, everything you can do was planned out by the designers. They put that piano there. You have the option of using it, which is technically nonlinear, but rarely does the gameplay ever touch on emergent. The player can stand in one place spinning in circles, and nobody in the game will even take notice, but the second you start climbing a ladder, the guards open fire. So an otherwise brilliant experience is kind of marred because the game just couldn't be made to react to everything the player does. Tim Schafer mentioned in his speech at GDC 2004 about how with Psychonauts he planned out how every NPC would react to every possible set action the character could make with them, hence the camp kid's vocal annoyance when you jump on their heads, etc. and he talks in length about how this helps with immersion, but even in a game as sound as Psychonauts it's impossible to account for everything, and when the characters don't react, it's... kind of a bummer. This is getting tangential...

Okay, in the rant you talk about SuitCoatAvenger's "Make This Game Now" article, and he mentions being able to drive a captured thug to a secluded area. That fits best with the theme of nonlinearity if it isn't something that happens because it's been specifically designated to happen that way by the developers. If the thug was specifically programmed to take note of its environment, and gauge, you know, where am I, is this place familiar, how far am I from help, and even simple things like can I see what's happening, do I recognize the guy that has me- that's ideal, because otherwise the game runs the risk of the player taking the thug to a secluded spot that the developers just didn't account for, and behaving erratically. I'm kind of reminded, ridiculously, of the prostitutes from Grand Theft Auto, and how they seem to be able to dynamically gauge whether or not you're hidden away enough to have sex. If you just pull over on the side of the road, they get timid, but as far as I can tell if you take them anywhere in the game with insufficient lighting and no line of sight with other people, they'll happily oblige you. I'm certain this kind of programming is to Hitman nonlinearity as Hitman nonlinearity is to buzzword nonlinearity, but when it's done properly it's absolutely stunning. One of my all-time favorite moments as a gamer was when I was playing Deus Ex with cheats enabled, and managed to trigger a fight between NSF forces and some dogs that I spawned with my magic developer console powers. When a game is so dynamic it knows how to react when I cheat a pack of animals into existence, that is ecstasy.

I wrote a lot of words just now.
Archwright's Avatar - Comment posted on 06/26/2009 09:54
Archwright
It looks like non-linear is becoming one of those useless buzzwords. (Thanks industry.)

Anyway, it does appear that Anthony is confusing non-linear thinking/puzzles with a non-linear game. A non-linear puzzle is a thief/hitman/mgs style scenario where you have a steal/kill/get x thing without getting noticed. There are dozens of ways to get from A -> B in a given area, and a lot of really odd things you can do to the guards to get them out of your way. It allows for real creativity, and not just blind "trial and error until I happen across the one thing the dev wanted"

I became very frustrated with the GTA worlds. I would set up these elaborate traffic jams to help me get through a speed mission... only to find that the world cleaned up the district when I came back to it.

Personally, I think that non-linear games have gone out the window. Games like MegaMan 3 and Super Metroid have no-one-right-way up until their end-games: Wily's castle for MM3, and Tourian for Super Metroid. MM3 had not one, but two boss cycles, which meant that even under ideal circumstances there was no "one script to rule them all". Super Metroid is so non-linear that you can complete the game without most of the power ups using an assortment of clever tricks. Granted, both of these games have boss-battles which are invariably one-trick-ponies... but they do manage to be cool, none-the-less.

Dwarf Fortress makes for fantastic stories. I love reading the adventures and inevitable demises of the players. The only "point" of the game seems to be to compare exploits. That said, I'm hopelessly lost playing Dwarf Fortress. It looks like the Matrix to me. I learned Java over a weekend, and I can't seem to figure out this game.

Another not-so-linear game is Animal Crossing, but you couldn't find a point with a 10-man team. Some MMO dev's tout non-linearity... but that's total nonsense.

inFamous annoys me because it seems like no matter how evil you get... you can't become the head bad-guy, or even have the bad guys not shoot at you.

Ok... I suppose the point I'm trying to make here is this. We, as gamers, need to take charge of our Genres. We need to define what differentiates "non-linear" from "sandbox" from "open world". Then, and only then, will we truly have modern non-linear games.
falinter's Avatar - Comment posted on 06/26/2009 10:01
falinter
Good Rant Rev.

Man, some of these comments should be Cblogs.
Br0th3rGr1mm's Avatar - Comment posted on 06/26/2009 11:34
Br0th3rGr1mm
Errr... I think someone has a rather warped idea of what non-linear really means. Being able to solve a mission in multiple wasy is NOT non-linear gameplay (as mentioned by Droll above).

Non-linear in a game would mean you could perform any of the "tasks" required to complete or win the game from the moment the game started without any artificial constraint being placed on the player. The order in which you completed each task would possibly effect every "tasks" to follow, as would the method you used to complete the task and the actual resultant outcome of the compeleted task. The actual game story would be built during gameplay and would frankly be a logistics nightmare depending on the number of tasks and the openness of the gameworld itself.

XCOM: UFO Defense is one example of a semi-non-linear game, but the player was limited to some very narrow gameworld actions and the majority of those actions were actually reactions to psudo-random events happening in the game world. You had some increasingly specific goals that must be accomplished before you were capable to tackle the finial mission itself to end the game (or you could play on indefinately if you wanted too).

TRUE non-linear gameplay is not really applicable in terms of a plot driven story based game where there is a "story" to be told. Sections of non-linear gameplay and limited non-linear actions are quite common in open world "sandbox" games, but as pointed out in the video, they are really illusions of "freedom" the player is given between the required "story" advancement events.
protomark's Avatar - Comment posted on 06/26/2009 12:30
protomark
It sounds to me like you're mistaking linearity for mechanical complexity - the GTA example you talked about isn't non-linear gameplay at all, it's strategy. It's working with the game's ruleset to achieve a desired result. I'm not sure, but i think that's what you're doing in every game ever. you're still moving along the path laid out by the game designer - you're still following a path from beginning to middle to end.

I don't know about you, but i usually find much more enjoyment in games that are very specific and confident about what they expect out of you; games that are not bullshitting me about "freedom of choice" and "emergent gameplay," because at the very core, the word 'game' suggests 'rules' which are essentially limitations.

The only true non-linear gameplay possible is in VS. games.
GooN's Avatar - Comment posted on 06/26/2009 14:48
GooN
Pretty good but Im not sure you hit the point.... Wouldnt true non linear games such as the example of GTA3 sound more like this.

1. You could blow up the chinese guy your chasing.
2. Help the chinese guy and get him out of there.
3. Go out with the chinese guys wife and persuade her to kill him.
4. Ignore the Chinese guy completely and fight him later after he has gained a lot of power after you didnt go get him the first time.
5. Never meet the chinese guy and he dies in a car accident all by himself.

Or am I missing the point?
Naim Master's Avatar - Comment posted on 06/26/2009 15:44
Naim Master
A lot of the old ismotric RPGs had a fantastic amount of freedom(Fallout ,Torment , Baldur's Gate) , but as gaming got more mainstream , so did games , dumbing themselfes down to Hollywood level of mass appeal ...ALSO RUNNER WAS LINEAR YOU HIPOCRITICAL !
SuitcoatAvenger's Avatar - Comment posted on 06/26/2009 21:32
SuitcoatAvenger
Well holy shit, late to the party. Thanks for the shout out, Rev.

I think the biggest problem with the concept of nonlinearity in modern games is that it only extends to what order you collect all of the flags or orbs throughout a given map. Developers seem skittish about letting the player actively have a hand in shaping the story, because the story becomes oh so important. Grand Theft Auto 4 is a key example of this. Want to spend your day in a comedy club? Bowl? Eating a hotdogs in Star Junction? Go nuts. The second you enter a mission, any natural freedom present throughout the rest of the game is completely put aside for the sake of forwarding the plot. That means that you chase Guy A to the end of an alley, he gets on a bike, you get on a bike, eventually you knock him off the bike with a multitude of gunshots (but usually not until he reaches a certain part of the map). Cutscene.

There is plenty of room in videogames to allow the player to have a stronger hand in the storyline, or shaping the character you play as. Games like InFamous make you feel powerful, but they don't make you feel smart. Niko Bellic is a world-weary traveler who has been through war. I, as the player, should be able to attribute those characteristics to him. My Niko knows to wait at the end of the alley and hit the guy in the face with a baseball bat before he gets near the damn bike. Cutscene.

There's something to be said for allowing the player the opportunity to break the game. Developers need to learn to not be so goddamn precious, and start putting mechanics before all else. Isn't that what games are, after all?
SuitcoatAvenger's Avatar - Comment posted on 06/26/2009 21:35
SuitcoatAvenger
Wow. Some of the grammar in that was... unfortunate. Point still stands!
Mr Kite's Avatar - Comment posted on 06/26/2009 21:36
Mr Kite
One of your best.

Also the tie was better than last time.
Ronsauce's Avatar - Comment posted on 06/26/2009 22:16
Ronsauce
Brutal. He presents an argument for why mainstream games aren't linear(which I agreed with), but then proceeds to talk about Spelunky which, despite being a can-do-no-wrong indie game, is still a wholly linear experience. Different ways of doing things doesn't equal non-linear. How is getting lucky and having the damsel kill a snake any more of a non-linear experience than getting lucky and having an errant explosion send a 'nade towards a group of enemies that it wasn't intended for? It's not.

I get that you have a hard-on for indie games, but come on, they're no less linear than their mainstream cousins.

"I thought Crackdown had non-linear gameplay." It didn't. The game still starts the same for everyone and ends when the final baddy is killed. Did you not even watch the video? Having the ability to dick around while NOT completing story related tasks doesn't make the game non-linear.
greks224's Avatar - Comment posted on 06/26/2009 23:10
greks224
I like how you unabashedly show your love for MGS3 in each of your rants. Somehow, it's always bound to come up. BTW, took your suggestion and went through MGS3 again in extreme.
Wintersocks's Avatar - Comment posted on 06/27/2009 01:59
Wintersocks
"tortilla of nonlinearity"

Excuse me, can someone help me find my mind? I think it was blown.
Kauto's Avatar - Comment posted on 06/27/2009 04:08
Kauto
one commercial game that has true nonlinearity: the sims (3)
John Dillinger's Avatar - Comment posted on 06/27/2009 07:24
John Dillinger
man i'd love to play that punisher game
Toucan Gourmand's Avatar - Comment posted on 06/28/2009 18:05
Toucan Gourmand
Nice Rev Rant

To: Rev. Anthony Burch- I'm guessing that you were hungry when you came up with the tortilla of non-linearity?

I don't think any of the Sims games are an example of true non-linearity.

I think some of these great walls of text in some of these comments belong in a c-blog or a forum.
zavage's Avatar - Comment posted on 06/30/2009 02:11
zavage
I can see the lady in red, in dwarf fortress!
Darakeru's Avatar - Comment posted on 06/30/2009 02:31
Darakeru
Nice one ^_^ i like it, really interessting. Can't wait for the next Rev Rant :)
Preacher747's Avatar - Comment posted on 06/30/2009 09:06
Preacher747
Great Scott! Anthony is starting to sound like Peter Molyneux.

Games in the 90's and a few in the early 00's did try the big non-linear gameplay mechanics and guess what, they were boring as hell. You're talking about games that deal more in simulation than scripting (you're basically asking for "The Sims" but where you have direct control of your character and can kill stuff). Bethesda did this in The Elder Scrolls II: Daggerfall, and the problems with non-linear game design really begin to show when you look at this. It's similar to any dungeon that has a random dungeon/map generator, the maps eventually become dull and uninteresting (see Hellgate London) as opposed to a smaller, more handcrafted, and more interesting approach that game designers have been re-embracing today.

Non-linear game design has some serious limitations, which I think game developers have wisely avoided in this generation. Perhaps we'll go back to it but until someone can develop a way to overcome the problems associated with it I think it's best if it's left to indie games and people like Rev and Molyneux to talk about.
Wexx's Avatar - Comment posted on 06/30/2009 22:22
Wexx
True that, yo.
SSKudu's Avatar - Comment posted on 07/01/2009 09:46
SSKudu
Scribblenauts, there have already been loads of stories about crazy things that have happened in it just from the demo, and the entire concept and hype train are based purely on what you talked about in this video. Massive excite.
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