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Linearity: What’s the issue?
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Monday, February 15, 2010

Recently, I spent time playing a few big name games: Bayonetta, Call of Duty: Modern Warfare 2, and Uncharted 2: Among Thieves. All of these games received massive amounts of praise from the industry, with aggregated review scores ranging from 87 to 96.

A strange connection exists for all these games in their single player experience; they are all linear.

My reflection about linearity is something different from the discussion of whether it is good or bad for game design because that discussion has been done and you can read it elsewhere. What I want to know is what is linear?

In one regard, linearity can define how the player interacts with the physical space of a game. In the games I previously mentioned, the player walks down a path, sometimes even a fairly straight path, to get to a goal ad nauseam. Final Fantasy XIII received fire for this gameplay choice recently. I think this is the wrong way to view linearity as a problem though.

Almost all single player experiences are told in this way, whether it is a side quest or the main cannon story. For the latter, uncontroversial great games, like the first Super Mario Bros. to Half Life 2, use this format. In this style, the player simply treks a path, and the story unfolds. For the former, games like Elder Scrolls IV: Oblivion even fit into this category. Treat every side quest as its own story, and typically you move from point A to B with the subplot being told. Sure, in the grand scheme of things the player chooses what plots to play, but every path unfolds in a specific way no different than the latter. In this regard, linearity is acceptable--many games that fall into this format are even praised.

Linear gameplay, meaning the player performs the same task many times, creates another view point. This position could lead to trivializing many games. “In Super Mario Bros., you just jump over gaps and on top of enemies.” “In Halo: Combat Evolved, you just shoot hordes of enemies.” “In Dragon Age: Origins, you just kill wave after wave of enemies.”  

I think the real complaint about linearity derives from non-emergent gameplay. Take Uncharted 2 for example. The mechanics of the game are fairly simple. You can run, shoot, climb, throw grenades, look at your notebook, etc. Many games contain similar mechanics. Their uniqueness really evolves from how developers use them; in Uncharted for example, the ice temple challenges the player’s ability to perform these tasks under a time limit, or on the train ride, the player must shoot down the helicopter as well as shooting missiles or else they’ll be killed. Whereas Uncharted 2 appears linear from a glance, its emergent experience makes gamers love it, coupled with a solid linear story.

In closing, the next time you think about linearity as a problem for a game, try to take the experience as a whole. I would say linearity is bad if the whole experience is linear. If a whole game solely consists of a character running from left to right with no enemies or obstacles, then it’s a bad linear game. You could expand this outward to more contemporary games as well; if the player runs down a bland, lacking-in-detail hallway, presses the same two to three buttons over and over, and then defeats conflict with little thought, strategy, and/or change, then it’s a bad game. What developers should strive for is something graspable, but very deep as the game progresses. Ultimately, this standard produces fun, long-lasting games. 

 
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Comments (5)
Lance_darnell
February 16, 2010
Very interesting take on what is linear. I would have never thought of Oblivion as linear, for even if you are on the way to do a quest something can happen or you can come upon something that would break the linearity.

I see where you are going with this post and I think you nailed it by looking at non-emergent gameplay. Halo could be seen as a linear game, but the emergent gameplay allows you to tackle different situation in different ways.

Very interesting post! But why no pretty pictures?
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February 17, 2010
When I go to the museum, I take the tour. I don't want to wander around trying to read maps and perhaps missing entertaining details. I choose a tour guide that makes sure I see everything and get full breadth of information. I feel more emersion in Gears Of War than I felt in Far Cry 2. Open world sounds good, but practically it gets old. One exception is racing games. FUEL had it right. You go straight race to race but you can choose to roam if you like.
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February 17, 2010
@Lance Darnell

First post I've wrote for Bitmob, and I had trouble getting the blog post even open in the first place. With regards to your comment, I do think open-world games have some linear aspects, at least with regards to programing, in that programmers establish how the narrative will move. You can disregard those elements, but I think you will miss out on the experience intended. One of the truly non-linear games I can think of would be something like Noby Noby Boy, where the experience is solely the player's interaction with an environment; Noby Noby Boy's narrative is somewhat limited though. Maybe that is the trade-off?
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February 17, 2010
Just a side-point to the comment I made; I meant linear in the sense Lance had mentioned with Oblivion, or the case where how the player moves in the space as linear. Whether Noby Noby Boy lacks emergent gameplay, like I suggested, I'm not as sure. I think the kind of player can really affect whether Noby Noby Boy is linear, since some players will want to explore the game, whereas others may be turned off quickly at the lack of guidance.
Lance_darnell
February 17, 2010
I did not realize that this was your first post Christopher. Welcome to Bitmob! ;D

You don't have to worry about trying to explain yourself and what you mean by linear. But I do get the feeling that you LOVE Uncharted 2!

If you need any help posting pics or anything, just ask! And I hope to see more interesting posts like this from you in the future!
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