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linearitytitle

Seven years ago, “nonlinear” was a word that, in the video game world, meant next to nothing. Free-roaming gameplay? Branching storylines? Isn’t that what old-school adventure games did? Ten years ago, it didn’t really matter whether or not a mainstream game allowed players to manufacture their own gameplay experience: implementing nonlinear gameplay was either too risky or too difficult from a technological standpoint.

But since the release of Grand Theft Auto III  and all of its copycats, and thanks to today’s rapidly-improving technology, the word has become more important than ever before. Developers can now create incredibly rich, deep, and detailed worlds—worlds which gamers are now beginning to expect.

Which, of course, brings to mind several questions.

Is the general trend of linear games becoming nonlinear ones a good one? Should we be so happy that meticulously-crafted gameplay experiences are losing ground to free-roaming sandboxes? Or is this trend something bigger than a simple change of pace for the industry? Could nonlinear games be the next step in the evolution of video games?

Hell if I know for sure, but damn if this article won’t try to find out. Hit the jump for a detailed analysis of The Linearity Question. (Warning: lots of words ahead.)

What is “nonlinear?”

gta 

When one thinks “nonlinear,” it’s impossible not to consider the Grand Theft Auto series. By now, everyone is familiar with the formula: you’re given a big-ass world to explore which is set up with certain physical rules (cars only explode after they’ve taken a lot of damage, weapon fire is handled by a targeting system, etc), and you’re let loose in it.

You can either run around and kill people for no reason, or you can complete missions the game has assigned you in order to advance the linear storyline.

Again, this is a pretty standard setup, and one we’re all familiar with. With certain tweaks (e.g., a branching storyline in True Crime: Streets of LA or an economics system in Scarface), this type of game typifies the most common sort of “nonlinear” game: a free-roaming world with an optional linear storyline.

The other type of nonlinear game, which we as gamers have had an equal amount of contact with (albeit spread out over the last few decades) is the nonlinear RPG. Baldur’s Gate, Fallout, Vampire: The Masquerade, Knights of the Old Republic, Deus Ex, Elder Scrolls, and many others. These games allow us to generally follow a linear, goal based storyline, but in a completely nonlinear way. You can talk your way past a battle, sneak past enemies, bribe other characters to do your fighting for you…if the GTA games and their ilk are nonlinear in regards to how one commits violence, these nonlinear RPGs are nonlinear in literally every other respect.

vampire

Or are they? While one can hypothetically do any of the aforementioned actions to successfully navigate a sticky situation, these actions are usually restricted by the player’s numerical stats – if your persuasion skill isn’t high enough, it looks like you’re gonna have to fight your way past the guard. And even IF your stats are high enough, the methods of persuasion (usually done through a dialogue tree) have all been written by developers, who know exactly how many ways the conversation can go, and have programmed exact, specific ends for each possibility. In this sense, these types of RPGs achieve a kind of quasi-nonlinearity: while it may seem like you have unlimited possibilities within the rules of the game world, all of your potential actions have been thoughtfully planned out by the developers.

In this sense, no truly nonlinear game exists today: in the case of GTA-esque games, you simply have a larger stadium in which to find varied ways to kill people (while still ostensibly following a completely linear plot), and in nonlinear RPGs you are given the illusion of freedom while mostly adhering to a meticulous developer plan.

That being said, when you tell your friends a story about something you did in a nonlinear game, there’s a good chance they’ll be impressed with the time you stacked eighteen cars against each other and threw a Molotov cocktail, or the time you robbed a merchant’s store and then sold everything back to him: working within the restrictions of a rule-based world can make for some spectacular stories.

What is “linear?”

gears

While I figured it’d be worth asking this just for clarification, it’d probably be damn near impossible for any of us not to know what linear gameplay feels like at this point. With the exception of the above nonlinear titles, literally every video game that comes out on a yearly basis is linear.

Linear games have only one storyline, only a few different ways to get through a level, and basically result in the same experience for every player. When you tell your friends stories about a cool part of a linear game, it essentially amounts to describing a great scene in a movie they haven’t watched: what you’ve told them may be fantastic and cool, but they’ll see exactly the same thing if they play the game for themselves.

The Pros and Cons of each

crackdown

Let's look at Crackdown. Initial reviews (which coincide with my personal opinion) lauded the game for the amount of freedom it gave the player, but mentioned that without a cohesive story tying everything together other than “go kill these 21 bad guys,” the game felt unfinished. Was it fun? Did it have fantastic replay value? Of course. But it still feels like something is missing (especially since you never come face to face with any villain whose power is even remotely comparable to yours).

And there are few things less fun than an overly-linear game: the game essentially eviscerates itself, defeating its purpose for existing. Ask anybody who played the Batman Begins video game, where you’re only allowed to use the batarang at certain points, and are essentially led through each level by your nose.

While nonlinear gameplay at its worst is nearly always better than linear gameplay at its worst, it’s harder to say if one of the two styles is necessarily “better.”

Nonlinear:

+Player determines his or her own method of playing

+Freedom is good

+Fewer constraints means more “true” interactivity

-Less focus on story, as the story must be limited to the specific constraints of the game world (for instance: every Grand Theft Auto storyline is, by design, required to involve gang violence and end in a massive shootout)

-Harder for developers to do, which can result in important gameplay aspects being overlooked (True Crime: New York)

Linear:

+More meticulously crafted stories

+Gameplay specifically tailored to give player maximum amount of enjoyment

+Gameplay is more focused

+Easier for developers

-Lacks replay value

-Player has no input in storyline or gameplay style

-Who gives a shit about what’s easier for developers?

Viewed simply in these terms, it’s difficult to discern which is best. Ask most gamers, however, and you’d likely hear that nonlinear games are generally much better. This is because (A) nonlinear games, both by definition and in regards to their future possibilities, have infinite potential and (B) linear games almost never reach their full potential.

While those precious few games like Undying, Call of Cthulhu, and Half-Life use linearity to their advantage (namely, to create some truly stunning setpieces and develop complex, artistic stories), most linear games don’t really nail the formula. Developers either implement only a few gameplay ideas, big-ass levels, and no story in an effort to convince themselves their game is nonlinear, or they don’t even try very hard.

hitman blood money

But what of the hybrids which have become so popular recently? Even some of the best linear games implement at least partially nonlinear ideas within their structures. Take Gears of War: many levels are completely linear, while others are wide open, allowing you to traverse a large map in an effort to flank your opponents. Or what about the dozens of otherwise-linear games with alternate endings, like The Suffering or The Getaway? What about Hitman or Splinter Cell, which have linear missions structures but allow the player to complete a mission in any way they want? While these games are seldom heralded for their (albeit, sometimes minor) marriages of the linear and nonlinear aspects of gaming, they do represent a general developer shift from linear to nonlinear gameplay.

Is “emergent gameplay” the future?

In terms of future implementation of nonlinearity, we currently have two games to look forward to (I was gonna say three, but evidently Alan Wake is gonna be a lot more linear than I originally thought): Assassin’s Creed, and Bioshock. Both games strive to take nonlinearity to a new level through innovation, not escalation: the game worlds won’t be any bigger than San Andreas, and you won’t have more superhuman abilities than you had in Crackdown. These games are fighting smarter, not harder.

assassin

Assassin’s Creed will hypothetically allow the player to use the entire map as a playground: every structural detail that juts out more than a few centimeters becomes a stepping stone, and as a result every level becomes a freerunner’s wet dream. While the game will still ostensibly consist of a linear mission structure (Kristen “I have the body of a 20 year old and the eyes of a preteen” Bell spoiled the Matrix-esque plot a few months back), this new method of level exploration opens up countless gameplay possibilities to the player. The game, in theory, is simultaneously telling the kind of story only found in the most linear of games while giving the player a really nonlinear experience.

bioshock
 

Bioshock looks to be Deus Ex times eight thousand: while little is known about how the storyline will progress (pretty much everyone knows the general scenario right now, but little has been divulged as to whether the story will be linearly delivered to the player or naturally discovered as the player finds clues), the player will be able to utilize the rules of the game world in order to turn situations to his advantage, instead of just having to shoot everything or sneak past everything or hack everything. The player will be able to use the environment and the AI against each other: kidnapping a Little Sister to get a Big Daddy to chase you and take out a Mutated Citizen, for instance. The AI and the environment has been set up in such a way that the gameplay literally “emerges” from the player’s ability (or lack thereof) to manipulate the given rules of that environment. Assuming Irrational Games hasn’t been lying to us the entire time, anyway.

So, depending on how well these nonlinear aspects are implemented into these games, and how well they sell, could emergent gameplay be the future? Could emergent gameplay be that elusive criteria by which we distinguish the next-gen from the old?

There’s obviously no way to know for sure at this point, but I personally argue in favor of this view. As games have gotten more technologically advanced, we’ve seen a greater trend toward nonlinear, sandbox games. With this upward trend, we’ve seen the problems in making a game too nonlinear, and we’ve seen what can happen when you focus too much on creating a nonlinear world and forget a compelling story, or fundamentally necessary gameplay mechanics. Emergent gameplay, by definition, could be the answer to these problems: it takes the best parts of the nonlinear experience and can hypothetically utilize everything great about linear video games.

Mass Effect

And quite frankly, that could be the answer to the Linearity Question: emergent gameplay, if it catches on, could represent the future of video gaming. Players will be able to enjoy finely crafted stories whilst defining their own method of gameplay; players will have the freedom to do what they want, but will still be able to bear witness to meticulously designed setpieces.

Of course, there will always be completely linear games, and, if Spore is any indicator, there will always be completely nonlinear ones as well. What is important is that, for the first time in gaming history, these two different types of gameplay are finally combining, and we’re getting to see some new gameplay possibilities that were thought to be things of futuristic sci-fi.

There's never been a better time to be a gamer.


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38 comments | showing # 1 to 38

wintermute's Avatar - Comment posted on 02/21/2007 14:23
wintermute
What is?

Somebody that actually liked Dark Corners of the Earth? I thought I was the only one. Yeah that game was pretty good. it didn't look great and the character models were little sharp around the edges.

But its creepy as hell especially the scene where you run away from the proto-Deep ones (Insert Darkest of the Hillside Thicket lyrics here). Also the safe-cracking and vertigo effects made it at least somewhat remarkable.

Nice article for the way, I think that in the end I'm a fan of linear with choices (ala Deus Ex et al. ) rather than Sand Box style. That said when Sand Box is done right (Shenmue, Oblivion etc.) it can be really remarkable.
Futuris7's Avatar - Comment posted on 02/21/2007 14:29
Futuris7
Hmm this can be a really interesting discussion.

When I get back with grub i'll post an essay but for now I think nonlinear games provide a certain experience that the sandboxes can't.

But for now.....Mickey D's.
Futuris7's Avatar - Comment posted on 02/21/2007 14:31
Futuris7
oh snap...forgot to read the jump. Food can wait...must read!
Niero's Avatar - Comment posted on 02/21/2007 14:37
Niero
I think the only truly non-linear game available is Second Life, but one could also that the game is not a game but instead a chat program with a GUI.

This was also the promise with Shenmue (remember E.Y.E.S.?) but that was linear as hell too in practice
Mxyzptlk's Avatar - Comment posted on 02/21/2007 14:41
Mxyzptlk
Assassin's Creed's sci-fi storyline was spoiled by some of the dumber gaming journalists long before Kirstin Bell opened her mouth. People were talking about that right after e3.

Great article, and your last few paragraphs pretty much exactly sum up my thoughts on the matter.
Epitaph's Avatar - Comment posted on 02/21/2007 14:52
Epitaph
Sorry Niero, but it was F.R.E.E (Full Reactive Eyes Entertainment) :)

Yes, the storyline was absolutely linear, but you wassn't obligued to follow it all the time. You could take a break and burn some money playing Hang On or go into a bar an kick some arses. That doesn[t make it "nonlinear" though.

It depends on the linearity of the path you must follow from the beginning to the end of the game, not how "open" the world looks like.

Just my 2 cents
Brandon Undead's Avatar - Comment posted on 02/21/2007 14:52
Brandon Undead
While you say that most linear games never reach their full potential, I would argue that most games in general don't reach their full potential.
I was never a fan of the GTA's at all, but I'm loving Crackdown. It definitely realizes more potential than the GTA's as far as your ability to own the city, but does it even come close to realizing it's own potential? No, not by a mile. I have super powers and I still shoot and kick, just harder.
But what about a game like Loz: Twilight Princess? Very linear, technically, but I have the option to hunt heart containers and fish all day long if I choose, and isn't that esentially what a sandbox game boils down to, the freedom to dick around for hours if you want? LoZ has a good, solid story, a developer plotted... plot, and, I would say, comes much closer to realizing what it could have been than Crackdown.
Gears of War, on the other hand, is relatively devoid of a story, is linear, and is still a blast. It realizes it's own potential in being hellaciously fun alone. Very little to improve in that game. Eff the story.
I think what I'm trying to say is linear or non-linear is kind of a pointless comparison. Is Guitar Hero too linear to be awesome and realize it's potential? Tetris for that matter?
So... yeah, I blacked out, and I think I presented a rant arguing like 12 different sides of the same argument. Do I win?
wintermute's Avatar - Comment posted on 02/21/2007 14:54
wintermute
My hope for Assassin's Creed is that the Sci-Fi elements Ms. Bell described are used PURELY for the purpose of telling the story. Ie. This guys is the descendent of an Assassin, we can tell cause of his DNA, let's see what 'memories' the DNA hold and find out what life would have been like back then

WOOPLE WOOPLE WOOPLE

(end lousy Sic-fi story, enter the awesome historical stuff)

Kind of like how Sands of Time is portrayed as a story being re-told, helping to explain why the character dies many times, "no, no that's not how it happened".

I honestly though the idea was cool for PoP, but Assassin's Creed just looks so hot, i really don't think it needs this added on to it.
LieutenantFrost's Avatar - Comment posted on 02/21/2007 14:56
LieutenantFrost
There's always the option of introducing the multiplayer aspect into a linear game to add replay value...

Think back to GTA3, since the cover is at the top of this article. Defining "Nonlinear" in this context can be as simple as finding an alternate way to complete a linear mission. If I recall, that was one of the reasons that GTA3 was heralded as game-of-the-year material; there was no correct or incorrect way to play the game.

Now, the one thing that would have made it better (IMHO) would have been being able to stroll into any one of the buildings you see while driving up and down the street and start busting heads with a sniper rifle. This is due not only because of my addiction to sniping things with reckless abandon, but because it would mean that the entire city was actually "open" for me to run amok in.

Unfortunately, this would require all the said buildings to have interiors modeled, which would lead to longer development cycles, loading times, therefore (as stated above) causing the developers to give up something else. Ask any developer what their biggest constraint is, and they'll most likely tell you it's time. They just don't have the time to be able to make every game what the designers envisioned it as. If they were to find a way to put the entire world at your disposal and still include a bitchin' story line, I'd bet that most would jump at the chance.

Maybe with the next-gen consoles, more sophisticated tools, and higher expectations, we'll be able to see more of this "emergent" gameplay with more types of games. I really don't see how it could be tied into some genres (racing, sports, and fighting games, namely), but if I can jump from rooftop to rooftop to avoid a search team on the ground, I'd be willing to wait a little longer.

Nice article, BTW.
deanhatescoffee's Avatar - Comment posted on 02/21/2007 15:09
deanhatescoffee
Jesus, you weren't kidding - that was a long one. :)

What about games like Animal Crossing, Harvest Moon, and Hotel Dusk - what are your takes on those kinds of games?
Serpentish's Avatar - Comment posted on 02/21/2007 15:12
Serpentish
I think a fusion of linear gameplay and choices is a good one. Not little things like whether you're going to use a katana or hammer as your weapon but a completely different storyline.

I mean what if in GTA you were given the choice to be a cop from the beginning or in Crackdown the option to be a criminal? If you had two very detailed stories for each persona it would be almost like having two games in one. I think I could appreciate that. They probably had a game like that but I can't recall any.
BluDesign's Avatar - Comment posted on 02/21/2007 15:20
BluDesign
Shenmue was great as a non-linear just because you were in Japan during the 1980's. That right there made the game. Oh and the fact that Ryu was always looking for a place to find Sailors...

I like linear games a whole lot more than non-linear, simply because the emphasis on story or method of gameplay can be enjoyed more. Rez, Viewtiful Joe, Contra, and god knows how many others benefit from this style. The non-linear ones, they have to have something that keeps me occupied when the story starts to drag. As such, Crackdown is nothing but that open sandbox element with boss fights. As if the story element to it was too much of a drag to bother implementing. Doesn't matter, the free-roaming/power-up elements of Crackdown makes it far more fun than the actual gameplay with those skills you're given in game.

I know I'll play games like Viewtiful Joe/Contra/Castlevania 1,3, and Super, because of the linear gameplay with emphasis on style over things to do. If the game doesn't have the hook of a fun gameplay element it can grow stale. Slo-motion brawler fighting sells VFJ. Spread shot and Flame thrower sells Contra. Synthenasia sells Rez.

The only redeeming part of non-linear games like crackdown or GTA are that the good ones give you SO much else to do that the game benefits from having more than just the story-based game to offer.

My suggestion for Crackdown 2? Accelerated free falling with targeting. I wanna be able to body slam someone if I'm falling from 20 stories. Think like a Mario "Butt Stomp" Yeah...
virus2566's Avatar - Comment posted on 02/21/2007 15:20
virus2566
My 2 cents

One trend I have noticed is that while Sandbox games are getting all of the popularity lately, the linear storyline isn't dead. While the Sandbox games allow the player to make his/her own gameplay,

All of the technological progress has led to a more involved Rails game. The perfect example is Half-Life and sequels. The player is now far more involved in the action, and the environments are active and involved. Gone are the days of static levels filled with enemies. Deus Ex also had an impressive array of player choice and control, which came from the excellent blending of the RPG and FPS genre. If Bioshock delivers (which I high hopes for), there will be that much more control given to the player to shape his game experience while still remaining on the Critical Path.

Drama has also increased many-fold. Look at FEAR. That game taps more into the emotional elements of the player then most FPSs before. This leads to more player immersion and leaves the player with more satisfaction in the end.

I also believe that Emergent gameplay and Algorithmically Generated Content will eventually fix the problems the LieutenantFrost has brought up. Essentially, game models and levels will no longer be built from scratch, but instead the content is generated on the fly, all based on a few constraints and constants. This is what is truly exciting about Will Wright's Spore. We might soon see games that are entirely generated from procedural algorithms, which will REALLY shorten the development time.

Anthony Burch's Avatar - Comment posted on 02/21/2007 15:21
Anthony Burch
I think super-nonlinear games like Animal Crossing or Harvest Moon (haven't played Hotel Dusk yet) are great, and they prove how a relatively simple or "boring" idea can be turned into something inexplicably addictive through a really nonlinear format.

But at the same time, I'm not sure if they're really, truly nonlinear: for example, in Harvest Moon, there are only certain women you can woo, and there are very specific, very constrained methods in which to woo them. The most nonlinear aspect of the game is really just the farming mechanics and the fact that your motivation is a linearly-imposed time limit in which to make your farm prosper.

Animal Crossing, to be honest, is an anomaly to me: I haven't spent more than a couple of hours on it, but somehow it's totally taken in my sister. Something about the lack of an overall goal and the illusion of progress (she's constantly on the quest for new furniture) must satisfy some weird desire to recreate everyday life. Same deal with The Sims, or Second Life, or other stuff like that. I'd be interested to see a real study on why virtual life games of this sort are so popular.
Ham Vagina's Avatar - Comment posted on 02/21/2007 15:39
Ham Vagina
@dean

I'd probably call AC and HM something like socialization simulators. Where from what I've read Hotel Dusk is more of an interactive story book, although I could be way off on that one having not played it myself.
Fraggleupagus's Avatar - Comment posted on 02/21/2007 15:43
Fraggleupagus
The more non-linear a game gets, the less it becomes a "game" and the more it becomes a playground. Think back to your childhood, it's the difference between playing tag and fucking around on the jungle gym. For me, the best games provide both, so once I want to take a break from playing tag, I can hit the slides.
deanhatescoffee's Avatar - Comment posted on 02/21/2007 15:45
deanhatescoffee
Hotel Dusk is interesting because in some respects it's VERY linear, but in other respects it's not; for instance, what you choose to say to other characters in the game can impact your ability to succeed easily but, overall, you have a main objective and there are always things for you to do without much room to do otherwise. In many respects, it's more of a choose-your-own-adventure book than a game.
deaddays's Avatar - Comment posted on 02/21/2007 16:04
deaddays
Fuck all those words. Games rock.

Nah, it was a pretty interesting read. I'm much more into non-linear open ended games, but I also need some structure. Bully was great, but once you beat it and go into "Endless Summer" with nothing to do, I feel all empty.
Azrael's Avatar - Comment posted on 02/21/2007 16:07
Azrael
I think theres Room for both in the gaming world, If we create only games such as Crackdown or even Bio shock we are taking a big resource for games as a narrative form.

The human psique is hard to please in order to be entertained and even more to deliver a story that reaches the sensible fibers . Most probably god of war per example would be highly entertaining if you could be able to explore the entire world and choose what opponents to fight but then it would also lose the dramatic flair and the timing the story needs. Not to mention theres a certain "training" involved in each level so you hone your skills in order to defeat larger more powerful enemies in a balanced slowly increasing manner. Without it gamers would probably go to the toughest before being prepared and become frustrated. Also reversals and history twists would be pretty difficult if not impossible to perform.

While there are games that benefit the most from freeform (like CrackDown. Mercenaries, GTA, The Sims) other games would suffer from it. Is not one size fits all.
Eschatos's Avatar - Comment posted on 02/21/2007 16:47
Eschatos
Both types are awesome. Still, some games could benefit with less linearity. Half Life 2, no matter how awesome it is, could be even better if you could walk around and explore a huge area, maybe find out some stuff about the location and history, there hasn't really been much of that in the game so far.
EssGee's Avatar - Comment posted on 02/21/2007 17:04
EssGee
What a great article. My flatmate and I were recently arguing about this particular subject. Looking forward to gettin home for work and bringin the topic back up again and tellin him what's what! (He says nonlinear games are pointless...he knows absolutely nothing).
BluDesign's Avatar - Comment posted on 02/21/2007 17:24
BluDesign
Azrael: Psyche. not nagging, just letting you know, since I had to speak the word outloud to myself 3 times to get what you were typing there...

:)
Ignignokt01's Avatar - Comment posted on 02/21/2007 17:52
Ignignokt01
Dayum. I never thought I'd read something so thought-driven and at the same time very relevant on destructoid.

I think your conclusion spells out exactly why I love Fallout 2 so much, and why the Fallout 1+2 were so highly acclaimed for their time. Talk about emerging gameplay, you could nearly get through the entire game using just charismatic abilities such as good dialogue, good looks, etc. Or you could just go RAMBO style all the way to the end. The main linear plot was still there, but it wasn't visible like it is even in games like GTA San Andreas. The linear development was actually HIDDEN beneath all the side quests, and you only realized you were actually following the main plot once you realized you had a new key that opened some kind of new gateway that eventually led to the end of the game. (I sound crazy, i know, but if you've played Fallout 2 to the end you probably understand what I mean.)

I think anybody who likes 'non-linear' gameplay like this has always understood the concepts you explained, but you did a great job really fleshing them out to be understood by everyone.

More of these kinds of articles are certainly welcome!
TheBrain's Avatar - Comment posted on 02/21/2007 17:52
TheBrain
I don't think open world games are the future, I think story based linear games are here to stay, but I think developers need to give players many different ways to progress through linear games. I love the Hitman series, not because it has great controls or whatever, but because I can beat any level in at least 3 to 5 different ways. I love GTA because I have dozens of ways to beat many of the missions (the missions that are linear are teh sux though). I love Deus Ex because I am given many choices throughout the game, etc etc.

I recently played through Twilight Princess and found myself frustrated at many points for it being so linear. Yes, you can explore the world and do whatever you want in that world, be it going through side quests or whatnot. But to advance the story you have to go a progression of certain tasks one right after the other. There is only one way to do everything in every dungeon. There are no alternate paths through dungeons or boss fights. Everything you have to do is predetermined and it takes away from the game. This is the old way of making videogames, and I hope the next Zelda gives much more freedom.
Azrael's Avatar - Comment posted on 02/21/2007 17:54
Azrael
dvddesign:Oops! sorry, yeah psique is Psyche in Spanish thanks for the correction.
Ignignokt01's Avatar - Comment posted on 02/21/2007 17:56
Ignignokt01
One last comment: I don't believe the concept of emerging gameplay is a new one, my evidence being games like Fallout which are a decade old now. However, I do believe there will be NEW WAYS in which that emerging gameplay experience will be achieved. Being able to actually climb any part of a city in Assassin's Creed is very different and only capable with today's technology than the emerging gameplay found in Fallout, which was largely text driven or based on the fundamental skill/abilities system called S.P.E.C.I.A.L. in the game.
Necros's Avatar - Comment posted on 02/21/2007 18:12
Necros
Is that last screenshot a picture of Summa in space?

It's either that, or I think Summa is descended from an advanced race of macho spacemen. "We come in peace...unless you like Nintendo."
Morca's Avatar - Comment posted on 02/21/2007 18:46
Morca
One big thing that stopped me from being able to take this post seriously:

Sandbox =/= Non-linear! A truely non-linear game would include no developer made storyline. What we have right now are games where there are a few options to complete the objectives given to us, but we still have very little freedom.
BlindsideDork's Avatar - Comment posted on 02/21/2007 21:08
BlindsideDork
Morca has a point...but there is a substantial difference between sandbox games and story based games. I mean you can't possibly say that something like God of War and GTA3 are exactly the same (regardless of their large time difference).

But I personally love a game with a story, a story you try to figure out or that you are participating in. Then there are gaames that are like "go do whatever you want and if you get bored....go to this place and get a slight story or special new stuff". They have their place but not a main place with me.
Kex's Avatar - Comment posted on 02/21/2007 21:19
Kex
It's pretty obvisious why games are becoming more open and non-linear. As games have become more advanced over the yers players get more involved into these made up worlds so they want to be able to control their path such as we do in real life. Plus people don't like being controlled it makes them reluctant. Hopefully developers can feed this need for open spaces yet a really good story line. Then again no one is prefect.
Hipple's Avatar - Comment posted on 02/21/2007 23:07
Hipple
Sweet article. Some random thoughts:

I eagerly anticipate the day when all sandbox games are not called "GTA clones".

I'm not sure if I really buy that GoW was non-linear in any way.

I was going to say that Morca is wrong, but I thought about it and I think that I agree. A purely non-linear game would have absolutely no substance whatsoever, and I cannot imagine in what way it could be enjoyable. Either you fight no one (which isn't fun) or you fight the dudes for no reason (which gets boring - unless the gameplay is just transcendentally brilliant, to a level that I have not yet encountered in my two decades on this earth)

Crackdown would be even better if each of the kingpins was a complete and total badass that you battled 1v1 after getting through all of his minions. The ragdoll physics things makes battles really stupid though. Basically, if I can hit someone (even my coop player) with a rocket or grenade blast, they're going to die regardless of how sweet their character is. They need to fix that.
justinroman's Avatar - Comment posted on 02/21/2007 23:16
justinroman
Could you say a few more words about what "emergent" gameplay is? The distinction between linearity and non-linearity seems fairly clear, but I don't really understand what you mean by "the gameplay literally 'emerges' from the player’s ability... to manipulate the given rules of that environment." Doesn't all gameplay result from how a player manipulates the game environment? I know it would help if you could point to an example and say "this is what I mean", but it seems like you're saying no games do this now. Other commenters have suggested Fallout 2 (which I've played a few times in different ways but never completed) and Deus Ex (which I'm just playing now) as possible examples of this approach, but they really both seem to me to be just really well implemented examples of "non-linear" play. I keep trying to think of how maybe this definition of "emergent" might stem from the systems science / philosophical idea of "emergence", because that seems like it would be really exciting, but I can't see the connection.
opnotic's Avatar - Comment posted on 02/22/2007 00:07
opnotic
Good article to a point. Not sure what it was, but it seemed this article was truly *excellent*, [b]until/b]:

While the game will still ostensibly consist of a linear mission structure (Kristen “I have the body of a 20 year old and the eyes of a preteen” Bell spoiled the Matrix-esque plot a few months back), this new method of level exploration opens up countless gameplay possibilities to the player.

Not that you wanted a review about how the article was written. Why though, when choosing the games of the future to talk about this "emerging gameplay" aspect, did you include a game that in your own words described the non-linear RPGs that came in the first part.

Seems like Spore would have been a better choice to mention when speculating about how much a future game was going to marry linearity with non-linearity.

In any case, seriously, I don't know who the heck Kristen Bell is, but your description of her sent the vibe of the article in a completely different direction from that point on. Not just because of your description of her, it just that everything kinda seemed to go down hill from there.
Farktoid's Avatar - Comment posted on 02/22/2007 02:39
Farktoid
Non-linearity in gaming is a myth. Every game starts you at one point and drives you towards the next. It may allow you twenty brazillion ways to get there, but there is always a clear goal.

But then, so is life. Life is linear. You go to work, get paid, come home, play some games, wish you had a girlfriend, go to sleep, wake up, repeat. A trip to Vegas over a three-day weekend is a bonus mission.

EVERYTHING IS LINEAR. You may thing you're changing things, but you're not. Until I get the chance to grab a chandelier in the House of Representatives, swing in, and continue to punch my rep in the balls until he gets my thoughts into law, we can do nothing to change. Besides, yesterday sucked. Let's look to tomorrow.
SgtBilbo's Avatar - Comment posted on 02/22/2007 08:08
SgtBilbo
Linearity can be in the mind of the player, and not necessarily just a design idea of the developer. Crackdown can be played COMPLETELY linear if you go from boss to boss and bypass a lot of the stuff in between. Do you miss out on the fun of the game? Well, that depends on the gamer. Personally? I'm collecing agility orbs like a crackfiend and have really not focused much on the gang bosses. Then again, the guy who goes through the gang bosses is having fun, too. Its all dependent on the person playing the game.

I think that the non-linear games do better when they don't have much of a story element. Crackdown is a blast just to run around, throw cars, dumpsters and people from the highest building you can find. You can kill the gang bosses, but that starts taking a backseat once you start maxing out your stats. Games like Oblivion, on the other hand, have a "deep" narrative that can get lost in the openness of the game world. I started doing so many side quests that I actually lost track of the storyline and decided to start over completely.

I think, ultimately, it depends on the experience you're looking for. Games that meld the non-linear with the linear. Bioshock and Mass Effect might be able to pull this off...we'll see. But now...back to my Agility Orb hunt!
PetiePalo's Avatar - Comment posted on 02/22/2007 10:18
PetiePalo
Great article.

I think non-linear games are still evolving and will get better and better as they find ways to create the illusion of choice. Unless we develop some radical new system to account for ideas on the fly things will always be linear in the big picture.
Teh Ted's Avatar - Comment posted on 02/23/2007 07:09
Teh Ted
This article was really excellent. I'd also point out that you missed the ultimate (and first) non-linear game: Angband. That's right, the text only FP dungeon crawler that also goes down as one of the first computer games ever.

Also there's a very strong connection between this argument and the type of thing that you typically see from tabletop rpgs, and ultimately it gets down to the question of, "What is your goal in a game?" Is it to get more powerful, unlock cool abilities, ect...or is it to complete a storyline? The two aren't incompatible, but a lot of times there are tradeoffs between the two. The ultimate goal in Angband, for instance, is to become powerful enough to kill the Balrog; but it's the 'getting more powerful' part that's satisfying. It's the projection of yourself onto your character and building that character. In a more linear game (and there are billions to pick from) the payoff is learning about the characters and becoming emotionally invested in them and seeing them succeed; it's like watching a movie, except you identify even more with the main character because YOU control them.

The part of your discussion that you're leaving off most, though, is how multiplayer ties in to all this. I would go so far as to say that it's ALMOST impossible (though not completely) to have a true, linear gameplay experience in multiplayer. Who's going to pick the side that loses, you know? And if the 'bad guys' can win, it's not a real linear experience, right? When you're playing BF1932 or Call of Duty, you only pick the Nazis if you know they (you) have a chance to win at least the battle. I WOULD like to see someone make a truly storyline driven multiplayer experience, even more so than WoW, but the problem is that it sort of HAS to be so dynamic that I don't know if you'll ever see a good example.

Again, great article! More like this, please.
Teh Ted's Avatar - Comment posted on 02/23/2007 07:11
Teh Ted
BF1942, obviously. I'd play BF1932, though...Poles vs. Germany, anyone? It's about the only aspect of WWII that hasn't been covered already.
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