Linear games.

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squid5580

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omega 616 said:
FallenJellyDoughnut said:
I can't stand Guitar Hero. Its like one giant quick time event. I CANT EVEN STAND A FEW!
Yay, some body thinks the same as me!

squid5580 said:
A story needs structure. If you go to place C then F then B you are getting the story out of context. If you go to the wrong place first you could find out a "spoiler" before you were meant to and instead of that piece of the story having the emotional impact it should have is gone. Or miss out on a good part of the story. Prototype was a fairly linear game. Sure you could run around the city but you couldn't do the next mission and get the story until you finished the last. A game like Fallout 3 though is an open world game. *spoiler alert*

If you went and talked to the vampires before Andale you missed out on the impact of the citizens of Andale. And there is a million things like that. Hell 1 time in Fallout 3 I skipped 3/4 of the main story by accident just by going to Rivet City to early. How is that a good story if you aren't there for most of it?
Maybe thats a flaw in open games such as fallout 3, maybe if they made the game so that if you did manage to skip a part of the game (like you did), the game could be written so that you could either see the bit you missed or go on a different story path.

Can I just point out that I don't go out of my way to avoid linear games, I just prefer to take things at my own speed rather than being lead around like a dog going for a walk. Since most games out there are linear it would mean you avoiding a large percentage of games.

Slaanax said:
Rock Band is a fun game you can drink beers and get everyone in the room to play. Not everyone wants to shoot people in the face. My problem with sandbox style games even like Morrowind and games like that I just get bored because you kind of do the same thing over and over again. In my game every game is doing the same over again you just have to hide with different scenes and baddies to shoot or stab in the eye.
Is there a sense of hypocrisy in there? "Rock band is fun" .... "My problem with sandbox style games even like Morrowind and games like that I just get bored because YOU KIND OF DO THE SAME THING OVER AND OVER AGAIN".

Rock band isn't varied, they could make you play every song in the game with no breaks and you would only stop cos you would think "god, this song seems to going on forever".

If I wanted a good story I would watch a movie, not play a game.
Can I just point out that the question asked is subjective. I may be a boob guy and you like asses. I might like blondes and you prefer brunettes. There is no reasoning behind it. Neither one of us is right or wrong.

Although I have yet to find a game that wasn't repetative.
 

willard3

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omega 616 said:
Most are commenting they like linear games, which is fine (kind of off topic though) but why do you think that free roaming games can't deliver the same quality of story telling that a linear game can have?
Free roaming games still have linear storylines. It's impossible to have a truly non-linear game, because then there would be no storytelling. Don't get me wrong; I loved the storylines for GTA4, Prototype, Asian's Creed, etc.
 

WayOutThere

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willard3 said:
Free roaming games still have linear storylines. It's impossible to have a truly non-linear game, because then there would be no storytelling. Don't get me wrong; I loved the storylines for GTA4, Prototype, Asian's Creed, etc.
Um, I don't think so. The goal is to give players as much free-will as we have in real life. Our lives are as non-linear as can be but we can still tell the story of our lives.
 

badgersprite

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A degree of linearity fits story-heavy games because it's the easiest format to deliver a specific series of events without taking them out of context. Sandboxy games (although these still can have linear stories, eg Prototype) are more suited to letting players piece the story together themselves, although complex stories may require this anyway - just look at how many people didn't understand MW2's plot.

Open world and linear are not mutually exclusive concepts, but some styles of games really aren't suited to open-worldness, and some games just aren't suited to linearity. Traditional FPS games are suited to linear progression because they're fast paced and each mission has a clear objective and breaking from that would tear you out of the experience - imagine if Soap broke away in the middle of a gunfight to go exploring the big map; the flow would be broken completely. However, Western RPGs are very suited to open-world formats, because they're more about transporting the player into a fantasy world and letting them live out their own individual story - plus, the assortment of random quests makes more sense when there's no time-pressure on you, and when you can choose to do them in any order.

Sandbox games with less focus on linearity don't necessarily have inferior storytelling, but the emphasis is more on having a collection of smaller stories being told in the same world than on one overarching plot. For example, in Oblivion, The Dark Brotherhood quest was a great story, in my opinion, and there were a number of interesting stories hidden throughout Fallout 3, but they were more about building the world than building to the main plot, if you see what I mean.
 

omega 616

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Wow, alot of linear lovers on the escapist

WayOutThere said:
willard3 said:
Free roaming games still have linear storylines. It's impossible to have a truly non-linear game, because then there would be no storytelling. Don't get me wrong; I loved the storylines for GTA4, Prototype, Asian's Creed, etc.
Um, I don't think so. The goal is to give players as much free-will as we have in real life. Our lives are as non-linear as can be but we can still tell the story of our lives.
I guess thats down to if you believe in fate or not.

So, the reason people like rock band and guitar hero is cos it's fun when your pissed? (I personally wouldn't know, I hate 1 and never been the other)

The reason you love linear is cos you can't get enough of a good story? (I personally want as much freedom as I can possibly get, even at the compromise of the story)

So given the latest realization on this thread, are we ever able to call another game linear? Since it's a given, that would be like describing a murder as being able to kill.
 

omega 616

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imahobbit4062 said:
Is it really that hard to right cause instead of cos? Seriously?
The reason why people like Rb/Gh is because its fun, as it has aleady been stated in this topic there is not much to talk about. Your question has now been answered.
Cos = because, not cause.

"Because it's fun" Isn't really an answer, is it? Why is it fun for you? Another reason I'd like to know is because usually people hate being told what to do, so paying to be told what to do is a little weird.

imahobbit4062 said:
omega 616 said:
imahobbit4062 said:
Am I the only one who notices the OP just made this thread to hate on GH/RB?
I never made it to hate on them, I made it to "enlighten" myself on why being told to press a button at a certain time is fun for some people.
So basically you did make it to hate on them.
No, I made it to "enlighten" myself on why being told to press a button at a certain time is fun for some people.

Your turn ....
 

Eclectic Dreck

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If there were a reason why people would dislike linear games, it is for the most obvious reason: they are linear. I, as a player, am not controlling the destiny of an avatar, but rather guiding him (or her as the case may be) through a series of pre-determined obstacles with little room for improvisation. The advantage of a linear game is that it allows the designer to tell a distinct, coherent story. The disadvantage is that designers rarely tell as story we haven't heard, and are even less adept at rehasing the tale in a way that one could consider compelling.
 

Eclectic Dreck

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TPiddy said:
omega 616 said:
TPiddy said:
Calling music rhythm games linear because the notes are confined to a track is like saying CoD is linear because your bullets only fly straight...

Last I checked you could choose what cities to visit and what songs to play in those music rhythm games. You're not confined to playing what they want all the time. You need to re-check your definition of 'linear' when applied to gaming.
I think you need to recheck what it means, I was saying rock band (BH) and guitar hero (GH) were linear cos all you are doing is pressing buttons when the games tells you to.

It doesn't matter what song you pick, it's still the same. The button prompts may be quicker on some than others but in the end it boils down to press blue ... NOW!
Exactly... you're calling a game 'linear' based on a game play mechanic. You can't do that. That's like calling a racing game linear because you have to drive around the track... that's the point of the game. Linearity in games has a broader scope than that.

GH and RB do not tell you what venue to go to, what song to play or even what mode to play in. Not linear. The end goal of GH and RB is to play at the final venue. What order you do the venues in and what songs you do at each venue do not matter. Just like any RPG. The ultimate goal is to beat the final bad guy. How you get there does not matter.

Left 4 Dead, on the other hand, IS linear. The goal is to get from point A to point B, and there's only one way to get there. Linear.
Since the argument rapidly became a question of definition, I'll throw in my hat on the subject.

A linear game is one in which the major plot points or set pieces are visited in a sequence determined by the game's designers. A non-linear game is any game where the sequence is determined by the player. This still leaves room for interpretation but it's as general a defenition as I can come up with.

A linear game may have multiple outcomes (or paths), but if the sequence is inherently determined before hand, the game is, by basic definition, linear. Sandbox games, often unversally called non-linear, are perfectly capable of being called a linear game. In the case of Fallout 3 for example, the overarching epic quest is entirely linear, and a first time player will be forced to complete each segment in turn before moving on to the next. The side quests and the extraneous stuff that goes along with a sandbox game lead to an overall experience that is a combination of linear and non-linear gameplay. A game like Mass Effect on the other hand is, generally speaking less linear in that many of the key set pieces can be visited (or ignored) in any sequence the player wishes. Once the end game sequence is reached however, the game does become linear.

By the most general definition, you'll note that most games are linear once you examine them at a close enough level of detail. Since it is effectively impossible to create an infinte number of pre-determined paths, a developer who wants to tell a story must decide to apply at least a few rails in the process. Games that are truly non-linear cannot have a pre-determined story arc (or arcs), because the potential number of arcs increases with the number of plot points and set pieces where a player can make a decision (and further multiplied by the number of possiblities the player is given at each decision point).
 

rhyno435

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CoD4, MW2, Uncharted: Drake's Fortune, and Uncharted 2 are all linear games and they're some of the best games available.

Linearity is the best way to make a game cinematic and to tell an engrossing story.
 

mezmerizer02

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i dig non-linear games, i like exploring and getting lost in the game. that's fun. a game i can con tinuously play for hours on end and feel engrossed in is what i like, some games are just too damn short and i don't find a 20-hr game fun, i need something that's expansive and longer, i want my 60 dollars worth.
 

SimuLord

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why do you think that free roaming games can't deliver the same quality of story telling that a linear game can have?
Probably because no matter how hard the developer tries, they can't make story elements that take into account every possible decision the player can make along the way. If you draw it out as a tree diagram, you're talking thousands of permutations, every single one of which would need to be scripted, developed, and treated with the same care that a linear developer only has to treat the one main storyline with (or in the case of quest trees in otherwise open-ended games that are themselves linear---Oblivion's Main Quest and four faction trees, for example---as many linear storylines as the developer cares to pack into the game.)

That said, my favorite sandbox RPG is Mount&Blade, and that game has absolutely no story whatsoever, which is the thing I like most about it---it's a TRUE sandbox where the player is solely responsible for assigning whatever emotive value he cares to for every single game element without relying on an external writer to do it for him.
 

squid5580

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imahobbit4062 said:
omega 616 said:
imahobbit4062 said:
Am I the only one who notices the OP just made this thread to hate on GH/RB?
I never made it to hate on them, I made it to "enlighten" myself on why being told to press a button at a certain time is fun for some people.
So basically you did make it to hate on them.
Sorry to pull your quote into this Imahobbit I couldn't find it before you quoted (because I am to lazy to look). Think about this for a second Omega. When you were playing Prototype and your health bar was low that what did you do to avoid death? You ran to the closest guy and pressed B and then Y (I think I got the Y button right. It was to consume yes?) When the red bar got small that was the game telling you to press B and Y. When an enemy raises his sword to attack you that is the game telling you to press the block button. When the cursor turns red in an FPS that is the game telling you to shoot. Time it right you succeed. Time it wrong and you fail and are punished. Sounds alot like RB and GH doesn't it? The only difference is the prompts are different in GH or RB than they are in Prototype.