When did linearity become a dirty word?

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Aug 25, 2009
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I do think there can be degrees of linearity.

1. Sandbox: Very open, choice of how and when you do missions, choice of customisation etc. Exploration is both essential and encouraged.

2. Linear: Definite path, character and order, but with some openness. Half Life, Doom, Halo, this is a very wide open definition. Generally anything where exploration leads to extras, but isn't essential.

3. Railroad: One path, one character, limited items/weapons, no exploration at all. Exploration may even be punished in more extreme examples. Personally I found GoW to be very much this. Also Portal.

Option 3 can be good, Portal even used it as part of the story, making you a lab rat in a maze, but it's also the hardest to get right. For my part I found GoW far too restrictive to ever enjoy, but loved Portal (though the length may have been a factor there)

I think in general people like options 1 and 2, since it gives more feeling of control over the story. Also, the term linearity is (I think) being used more to describe option 3.
 
Aug 25, 2009
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lunncal said:
Da Orky Man said:
lunncal said:
Well... when is linearity ever a good thing? It always has been a negative point against games if I remember correctly, and so it should be.
Portal/2
Half-life/2
Halo
Metro 2033
CoD
Prince of Persia
Dead Space
Amnesia: The Dark Descent
batman: Arkham Asylum

All considered good games, all considered to be linear. Can you say that you never enjoyed any of these?
I didn't say linearity automatically made a game bad, I said "it has always been a negative point against games".

Can you say that none of those games would be even the slightest bit better if they had everything they currently had, and a branching storyline (of the same quality as the original storyline)?

Also, I wouldn't consider Arkham Asylum to be linear, personally.
(See my above post for why I don't consider Half Life and Halo to be linear)

Portal and Batman would not have been better games with a branching storyline because part of the point of those games' stories was that the characters were being forced around by factors outside their control. In Portal you are a lab rat being forced around by a hostile entity, so obviously you should have no choice. In AA it wouldn't be nearly so claustrophobic and terrifying if it didn't feel like the Joker was always one step ahead.

The same probably applies to some of the other games on that list (CoD you're taking orders from a commander, Amnesia and Dead Space are the malevolent entity thing) but I haven't actually played them so I couldn't say for sure.
 

Fishyash

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Dec 27, 2010
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There's linear and then there's 'hey I want to show you everything I did! No! Don't go there, go here, I want you to do this so you can see that!'.

Linearity can sometimes feel like some sort of law enforcement that seems to go against the nature of game. I don't like linear FPS games because it feels like I am just travelling through a corridor, almost like some glorified house of the dead game. That's my take on linearity anyways.

EDIT: Taking out the "meh"s. I do them too much.
 

uzo

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Jul 5, 2011
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When I think of sandbox, I think of Mount & Blade. When I think of linear, I think of Kid Icarus. When I think of truly non-linear, I think of D&D.

People seem to want a tabletop RPG in their computer -- got news for you, it ain't gonna happen. No game, no matter how fantastically programmed, is ever going to match a human DM (well ... a GOOD human DM). So play D&D.



(just not the new versions, please ... they're exactly the same as MMOs minus the graphics)
 

TheDooD

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Dec 23, 2010
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Your once and future Fanboy said:
Well the word linear should be a term for a direct and purpose based narative, but after FF 13 we all have swapped the meaning to "corridor hell"
I strongly agree with this. Linear is how a story should be told and when conveying such you need order. Yet running down hall ways for hours until the game gets good is hellish for one that likes good pacing.
 

CoL0sS

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Nov 2, 2010
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I dunno I've been asking myself that for some time now. I sometimes prefer well written storyline that will keep me invested than multiple choice bollocks we get these days. Reason?
As Yahtzee pointed out, occasionally people just want experience that was crafted by professional game designers than to create their own story and get a shitty ending. Of course former implies characters will be interesting and player can sympathize with them and understand their motives. It's a difference in playing as someone and creating/taking control of someone. I don't know if I made myself perfectly clear in that last sentence -_-
 

evilartist

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For me, linearity is fine as long as:
a) There is a variety of choices when moving from point A to point B (like Bioshock) OR
b) Unique, or well-balanced pacing of, events and scenarios (Butcher Bay, Half-life 2, Resident Evil 4), OR
c) The gameplay is an arcade shooter (Serious Sam, Painkiller), OR
d) There is story and/or character development (Psychonauts, Tales of Symphonia, Portal 1&2).
 

ghostdog20

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Dec 13, 2009
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Everyone knows that quadratics are the way to go.

Narrative style is just a personal preference as long as the designers know what they're doing.
 

Smooth Operator

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Oct 5, 2010
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There are different kinds of linearity, the best ones are those you don't see.

HL2 for instance is technically a corridor run, but they have a whole world happening seemingly independent of you so it feels like you are just finding your way through the whole war torn city, and they vary it enough so that it feels like you're figuring the path out... that sort of thing gives you a special warm and fuzzy feeling.

Space Marine however is a visible corridor, at no point is there any question where you are going and you figure out nothing, all events clearly only start when you trigger them and they even lock you into areas until you kill everyone.
That is game mechanics laid bare and every time we notice them, even if only subconsciously it's a horrible immersion breaker.
 

DarkRyter

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People have hard ons for freedom and exploration.

Great things, but they don't always make a game better.

GTA without freedom, worst thing in the world.

Half Life 2 without freedom, wins pc game of the decade.

No More Heroes removed its open world in its sequel, and it was an improvement.
 

xvbones

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Deathninja19 said:
When games started to cost £40 (or $60)
*cough*

Games have always cost that much.

I owned one of the original Gameboys. The cost of a game significantly less advanced than you'd find on Kongregate cost 40-$50. A top-end title, like one of the Final Fantasy games, could be as much as $70.

I also owned a Balley's arcade console.
( http://www.videogameconsolelibrary.com/pg70-bally.htm )
And we also owned a 2600.

Video games have always. Always. Cost roughly as much as they do now.

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To OP;
Linearity is not necessarily a con but it is never, ever listed in the pros column.

It can be a significant con depending on how it's handled.
Red Faction: Armageddon is a perfect example of linearity handled very poorly:
* It's a followup to a sandbox, making the sudden linear focus both jarring and tremendously disappointing, especially for those people expecting (and wanting) another sandbox. (strike one!)
* the game's rails takes us through bland, boring, samey, cramped cave corridors that each look and feel exactly the same as the last, turning what should be a sense of progression into a bland, boring, samey slog. (stee-riiiiike two!)
* Instead of invisible walls, the devs decided that leaving the 'game area' should be punishable first by warning and then by instant death coming from nowhere. (stee-riiiike THREE! GTFO!)

Generally speaking, games only get points off for linearity if the game itself does not have much going on. Bland games, mediocre games tend to get called out for being too linear, as a code for "there's nothing good enough in here to warrant suggesting this game for purchase, but at the same time it's not terrible enough to completely slag the fuck off."

That is what 'too linear' means: 'this game is not terrible, but may bore the piss out of you.'
 

mrc390

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The reason only dates back to 2007 with CoD4, a game were all you do is walk down linear streets/roads/corridors and engage in scripted sequences, it's huge success was a message to developers that they no longer needed to develop worlds just sets of corridors full of QTE's. People though, have long since gotten sick of it and any sign of linearity nowadays cause reviewers to cough of spouts of blood and flem.

And this my man, is why your game has a bad metascore.
 

The Abhorrent

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May 7, 2011
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The TV Tropes scale for linearity-to-openness could be useful for this topic. [http://tvtropes.org/pmwiki/pmwiki.php/Main/SlidingScaleOfLinearityVsOpenness]


As for why linearity is now viewed as a negative aspect of games, it's because there's been a large push for non-linear games (particularly in those which have a single-player campaign which lasts longer than ten hours or so). Started somewhere between GTA3 and Morrowind I think, which has then been reinforced with several major releases which thrive on the sandbox gameplay. This isn't to say linear games have done poorly in the last decade, but the vast majority of them probably do fall under the "ten hours or less" criteria (in regards to the single-player mode).

Still, there's a reason why linearity is viewed negatively in general for games. They're interactive entertainment; forbidding all manner of choice (or alternatively, making one choice so effective that any other choice else is pointless for the whole game) will make the game feel very repetitive, boring, and potentially even frustrating. No one likes to feel they're forced to do the same thing over and over and over again, games need at least some degree of variety (or sufficiently short length) to maintain the player's interest.

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Using the TV Tropes scale linked above, you want any game in the modern era to be at least level 2. That's still predominantly linear, but it allows for the occassional detour as well as the choice of multiple paths in several sections of the game. The vast majority of action games, particularly those of the FPS or Hack-&-Slash genres, are level 2. Obvious examples being the Halo and God of War series, and all of the entries for those series tend to be rather short (usually 7-10 hours, but occassionally they'll creep up to about 15 hours). Just to note, level 1 is the "zero choice, ever" option.

The ideal level for most games these days is probably either 4 or 5, both levels being quite heavy on the choice but still posessing something which could be considered a central narrative. Level 4 still has a strong central story which needs to be completed, but there's a great deal of choice for how you get to that ending; it's also where you'll tend to find some of the better known franchises, including Nintendo's acclaimed Legend of Zelda & Metroid. Level 5 is probably moreso marked by having divergent storylines, where your choices actually affect the actual outcome; in other words, multiple endings. This is where you'll find most of Bioware's RPGs (Dragon Age seems to fall into level 4, but it's probably a borderline 5 in any case), along with most sandbox titles like The Elder Scrolls series and Grand Theft Auto series.

Level 6 is more or less much reserved for MMOs, where the central storyline ranges from non-existent to predominantly ignored. In most cases where there is a storyline, the player's choices don't really affect the outcome, they're just participants... which almost seems to be moreso a level 1 game, now that I think about it. Still, the player has a great deal of choice; those choices simply don't affect the storyline to a large extent, which more or less allows them to whatever the hell they want. The main reason for why level 6 games aren't ideal is because they're too large a risk for most developpers (HUGE initial investment) and prone to failure; WoW's success is actually a major cause of this, seems no one can really compete with Blizzard's juggernaut.

Having gone through the rest of the levels, there's the plight of the level 3 game. In the vast majority of cases, these are the long & linear story-driven RPGs. Square's renowned Final Fantasy series mostly falls into this level, though the full range of the series is 2-5. They don't present the multiple endings of level 5, and don't quite have the same amount of exploration of level 4. However, they're too long to get away with the linearity games in the action genre can. While these games can do reasonably well, they are probably the ones which are the most dependent on the quality of their storyline; the gameplay will almost inevitably get old and the lack of choice in the storyline has to be overcome by getting the player to simply continue in order to see what happens next, the latter of which is easier said than done due to other games placing a great value in choice.

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Is linearity a bad thing in games? Only if the player feels constrained by it (level 1). Everything else is fair game, though the current trends in game design are towards choice (especially in longer games, such as those seen in the RPG genre).
 

Dexiro

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Dec 23, 2009
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When linearity is done well people don't even notice, and don't complain, but when a linear game sucks people say the linearity is to blame.

Linearity isn't a bad thing at all but it only works well with certain games. The same way non-linearity can sometimes be a bad thing.
 

Michael Hirst

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May 18, 2011
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Open world isn't always better than linearity, each style has its own pros and cons. Open world games tend to lose focus of their main narrative and can often lead to spreading the content too thin, also it's a nightmare in games design whereas a linear progression is much easier to plan, you know what kind of encounters to put where because you know everything the player will have already done.

Fallout works for being an open world game becuase a huge portion of that game is getting to know the post apoclyptic world and the factions within it etc.

Amensia The Dark Descent works for being linear since the game forces you into the danger zones and lets the devs set up all those fantastic "nope" moments when you don't want to go down a corridor but know you have to and that there's going to be soemthing horrible there to attack you.

My favourite kind of openess is actually a fairly limited one, Deus Ex, this game gives you a level with a beginning and an end but you have multiple ways to complete any given task, you can't just wander across the planet looking for junk but you do make gameplay decisions in the levels that takes the linear edge off things while also keeping narrative progression on track and the ball rolling at all times.
 

Yopaz

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Jun 3, 2009
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Soviet Heavy said:
Linearity done well is fine. See the Half Life games for a good sense of linearity. The Pacing is good, the set pieces occur at the right times, and it follows a good story progression arc.

Bad linearity is where you run down fifteen identical hallways with nothing to do.
This. Most Tales games are linear with a little exploring. You can find hidden places, but it's mostly linear until you get pretty far in the game and get to explore the whole world. You do sometimes get the choices on when to do things or what order, but it leaves you little choice. I like games that give me all the main story in my first playthrough. I don't want to replay a game as evil just to see a different ending saying I did a bad job with my moral choices. give me side quests to break the linearity and I wont care if it's not an open world.
 

gbemery

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Jun 27, 2009
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I hate linearity in games such as Lord of the Rings the Third Age. Where they try to make a linear RPG feel open but fail horribly. It was just walk from point A to point B while fighting at predetermined areas. There was nothing to search for or other paths to choose from. It was just walking from one fight to another.