Linear equations - January 15th, 2000 - Drew Cosner
Disclaimer: The opinions expressed within this column are those of the participants and the moderator, and do not neccessarily reflect those of the GIA. There is coarse language and potentially offensive material afoot. Supernova was a waste of a perfectly good title. Don't say we didn't warn you.
Hello there. Andrew is out wining and dining with many beautiful women, so I've stepped in to take care of the weekend for the affable schmoozer. Okay, so he's actually out combing the streets and back alleys in search of a new dealer to provide him with the "happy white powder" he's incessantly speaking of. His former one died while attempting to take a stolen car to the auto body shop where it could be repainted so as to avoid attracting unwanted attention from the police, as per request of his mob boss. Unfortunately the vehicle's strange control scheme caused him to veer off of a pier, resulting in a pixelated splash which took his life. At any rate, you're stuck with me, so let's get this show on the road.
Put that in your pipe and smoke it, gravity |
Drew,
The universe isn't collapsing, at least not yet. Some scientists have
determined that the universe is still growing (by looking at the distortion
of supernova light). I think it was Einstein and some other guys that
proposed there was some sort of interdimensional energy which pushes on the
universe making it expand.
P.S. I think an RPG about stopping the universe from collapsing is a stupid
idea. "Off course, I had a feeling if I used my omnislash I could kill that
damn gravity!".
-FLIGHT
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Ah, I knew it was something of that nature. I couldn't remember if the universe was still in growth or had already begun to shrink. Too many computer-related classes crowd more general knowledge right out of your head, in my experience. Either that or I'm just a terribly forgetful imbecile. But I prefer the former explanation. At any rate, I'd say that this letter is deserving of a Smartass Award, and hence one shall be given.
Remember, unlike the other leading brand of liquid drain cleanser -- which only flows to get some of the oil and residue -- the Smartass Award expands on contact to clean the entire pipe, eliminating even the strongest clogs.
P.S. Hey, everyone prefers seeing a seemingly indestructible force getting its ass kicked by a well-armed protagonist. Why do you think End of Days was so popular? And yes, to all of you who were about to fire up your browser and paste box office statistics into a letter, I'm being sarcastic. You can get back to clipping your toenails over the livingroom carpet.
Let me get this straight |
Let me see if I understand Hustler's point...
In order to have a superb plot you have to sacrifice as much gameplay
value as you can? No wait, he said "But to get the aspects of a litarary
masterpiece you MUST sacrifice gameplay." Aspects of a literary
masterpiece. Hmmm. In some ways I want to say 'Well, duh.' A book is a
book, you add snazy polygonal graphics and it's a movie, both mediums
capable of telling truly inspiring stories. A video game on the other
hand...Gameplay is what differentiates games from movies. And that's
pretty obvious. Which still leaves me confused as to what Hustlers point
is here.
"Ever see a platformer, adventure, horror, or even an action rpg with a
better storyline then a traditional rpg?"
This however, I can argue. Allow me to let Metal Gear Solid, the Legacy
of Kain games, and to a lesser extent the Zelda series to make my points
for me. Another thing is that I think the video game industry hasn't
exactly bothered to 'revamp' the action and adventure genres except to
make them 3D. Saving the president and his family is still
dumbfoundingly an acceptable plotline for most action oriented games.
"To sum it all up, gameplay and story can never be perfectly achieved
without one separating from the other. We should embrace them both."
Well, I'll wax intellectual and say that there are many different views
and opinions on what 'perfection' is, or that some say perfection cannot
realistically be accomplished, in any way. In any game, in one way or
the other, someone will be able to argue that it's plot was more
enjoyable than the gameplay, and vice versa.
I also think the afore mentioned games prove that an incredible blend of
gameplay and plot are possible. One does not need to sacrifice one for
the other. Granted, if your definition of gameplay is how you can affect
the plot, then you must exchange a linear game for a non-linear one, and
non-linear games are notorious for their weak plots. Indeed, it can be
no other way considering a plot is the grand scheme which dictates why
the things that make a story good must happen.
So...In conclusion, if you think gameplay means how much you can affect
the plot, I guess you're *wrong*.
~Ian P.
P.S. Sure, the helicopters would say Canada on the outside...But who do
you think would be flying them? You underestimate me, Cosner.
P.P.S. How's that Sim City Nude Patch coming along?
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As is often the case, I'll have to agree with you on this one, Ian. Some people seem to think that storyline and actual gameplay must always be to disparate elements running alongside one another, but this simply isn't the case. The most memorable games in the past few years, and the ones that will be looked back upon with the same fondness as the 8 and 16 bit classics, are the ones in which the gameplay and the plotline were seamlessly intertwined. Naturally, an excellent example would be Metal Gear Solid. Saw that one coming, didn't you? With MGS, both of these aspects were dependant upon each other. Take away the plot, and the action is meaningless. Take away the smooth gameplay, and you have an interactive movie. I both hope and expect to see more games, in all genres, doing something of the same sort on a more common basis in the future.
Call me dirty if you like |
Howdy.
Ah linearity. Seeing this topic being discussed again reminds me of my
first badly-written, sappy, and trite RPGamer editorial. But before I answer
the qustion, I have to explain some other stuff first. One of the main draws
for me of the RPG genre as a whole was that it was not necessarily mere
entertainment. While I acknowledge that simple finger-twitching mindless
diversion has its place, if all games are nothing more than simple
diversions with no real value, then there's not all that much point to
playing them. And while many RPGs fall flat of reaching their potential of
being edifying games that can actually make you a better person for having
played them, much the same as literature, many have partially fulfilled that
potential, and they grow closer to reaching that potential all the time.
Final Fantasy VIII is no Les Miserables, but it's no Independence Day either
(and it's certainly better than everything Hemmingway ever wrote, because he
sucks). Although video games will always be games, and serve the primary
purpose of entertainment, there is no reason why they can't be elevating as
well. Of course, to reach this goal a strong plot is central. And while
there's no reason why a non-linear plot can't be good, a truly great plot
would have to be linear. For example, take Final Fantasy VII. At least from
my interpretation of the plot and the ending, the ending fit the theme of
the entire game perfectly. The ideas of life and death and humanity's place
in nature are perfectly tied up by the ending in a way that alternate
endings couldn't have done Yes, Square could have included a second ending
in which so-and-so happens, but few things would have brought the plot to as
fitting of a conclusion. Given the structure of a linear plot, the
developers and writers of an RPG can create a much stronger storyline with
recurring themes and ideas that are either not possible or not as effective
or easily accomplished in a more non-linear format. Giving players the
option to avoid Aeris's death would have destroyed a massive part of the
development of the game's theme, and I think that the sacrifice of some
extra freedom for a fuller plot is well worth it.
However, I definitely wouldn't say that non-linearity is always a bad
thing. Chrono Trigger allowed for a large amount of freedom with its
multiple endings, and is still one of my favorite games. Its plot wasn't
stellar, though it had some very good moments, but the characters were very
likable (although some people have a strange hatred of Marle that I can't
fathom), the atmosphere was cheery, and it was simply a whole lot of fun to
play. Chrono Trigger wasn't a great piece of art, but it was an excellent
game in every way, and that's just fine. Not all games need to probe the
depths of the human soul. Both types of games have their place, and both are
very essential. And by the way, Xenogears sucked. A lot.
-Arpad
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Well said, Arpad. And I don't just say that because you're a staff member, but also because you have dirt on me that I'd rather not get out.
Yet another item on my list of things to hate |
I like linearity. I hate thinking...
-matt elder
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The submission of your viewpoint is appreciated, Matt. However, the second sentence probably could have just been omitted, as I really don't know anyone who gets a big kick out of thinking. When was the last time you met up with someone who grabbed you by the shoulder and shouted, "I love thinking! It makes me feel like a huge freaking stud"? For me, just a few weeks back, but given that the man was heavily intoxicated and had poured himself a glass of "punch" from an open toilet only moments ago, that hardly counts.
A slight fallout |
To what degree should linearity be used in RPGs? The answer is clear: look
to Fallout 2 for the answer. This PC game has a plot that rivals any
console-style RPG, and yet its linearity is kept to a minimum. How? First of
all, about half of the game is completely optional, used only to gain
experience points, plot details, and special items. Secondly, there are
different ways to complete each quest, depending on whether your character
is a talker, fighter, thief, etc.
So what's my point? RPGs should provide a detailed character creation system
like Fallout 2 so that replayability is extended by allowing alternate
solutions to the same problem. The basic plot can be the same each time, but
completing optional subquests should reveal more.
-Blarg
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Essentially every RPG worth the electrons necessary to display it on your television screen is non-linear in that there are numerous side-quests which may or may not be undertaken by the player. And although Fallout's character creation is very intricate and unique, all characters still participate in essentially the same quest. So I, personally, would not consider Fallout to be a prime example of non-linearity. What would I consider such? Hey, I can't give up everything all at once, I need to keep you reading.
Non-linear is as non-linear does |
Drew,
I think that both linearity and non-linearity have their ups and downs,
and both of them can be utilized in a game with a good story. Imagine
Xenogears, which, despite your opinions, I believe has a very strong
storyline. It's also painfully linear. On the other hand, a game like
Baldur's Gate (which is a PC game, but is still an RPG), is both quite
nonlinear (for an RPG) and story-based, and it's not a bad story at
that.
The main problem with the "Linearity ruins storyline" argument is that
without some sort of linearity, there can BE no storyline. Granted, the
amount of linearity within a game varies from game to game, ranging from
uberlinear with Xenogears to total free-form with Daggerfall. Both games
suffer from the extremes: Xenogears feels less a game and more a graphic
novel, Daggerfall is bland and insipid since there is no reason for you
to strive forward.
A good example of nonlinearity and story, as I mentioned above, is
Baldur's Gate. This gem of an RPG includes a number of miniquests and
scenarios that are available from day one, so long as you have the
necessary experience to complete them. Don't feel like completing the
current quest you're on? Take a break, go hunt a few bandits, maybe
search out a different quest before you continue with the main plot. And
even with this aspect of nonlinearity, the game still has what I think
is an enjoyable plotline.
Unfortunately, this sort of balance is rare at all, and almost
nonexistant in console RPGs, even more so now that developers are
placing such a large emphasis on story and character development. (Plot
and character development are two seperate things, however, but that's
aside from the point.) In the past this was because console systems (and
storage mediums) weren't able to deal with all the number of possible
actions that a player could take. This is also why a completely
non-linear game would largely be a failure: Unless an improvisational
human mind is behind the game, there will have to be predefined scripted
segments and places where the player must be pushed into making a
limited decision.
-Matt Blackie
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Okay, now I'll tell you how I feel. Why now? Why the hell not? In my mind the definition of perfect non-linearity is the ability on the part of the player to do anything at any time, and have the title adjust its reality upon these actions. In other words, whatever you do has repercussions, and both the environment itself and the NPCs react accordingly. However, I don't see this as being feasible any time in the near future, and how enjoyable that would be remains to be seen.
Should such a system be implemented in an RPG, it would almost undoubtedly make the game a complete and total bore. The main draw of the RPG genre is the epic quest that you, as the player, become wrapped up in. However, with other genres, complete non-linearity could very well be implemented to a desirable outcome. An example would be a completely non-linear game in the vein of Driver; plow into or through anything, run over whomever you please, and accomplish whichever tasks suit you best, and watch as this affects later events and tasks. The problem is that it becomes essentially impossible for the developers to foresee every possible action and plan accordingly. If I knew how that could be done, I'd be out there doing it right now to assure myself a fortune.
I won't insult you, dumbass |
Drew,
Most of the complaints that I have heard about excessively linear games
lean towards the effect of "I don't want to watch a movie (or read a book),
I want to play a GAME!"
While there's nothing wrong with this sentiment, I don't subscribe to it.
My most cherished gaming experiences have come from games that were, in
retrospect, story-focused and terribly linear (i.e., Lunar: Eternal Blue,
The Final Fantasy series, and your personal favorite-
game-to-needlessly-deride, Xenogears). Granted, I've enjoyed titles with
non-linear approaches, such as Tactics Ogre, Dino Crisis or Star Ocean:The
Second Story, but they've never held quite the same impact for me.
This isn't to say that I'm opposed to games that opt for reader-directed
storylines, but I simply don't feel that any game has yet developed an
approach that can accommodate complex story-telling and multiple-choice
scenarios. The reason for this is obvious: programming multiple storylines
into a game requires more time, money, and effort than it does to produce a
single, linear plot. Also, including lots of choose-your-own-path options
into a game runs the chance of turning it into an uncohesive mess.
That said, I'm actually looking forward to the release of Kamurai. As
generic as the game may appear, I want to see if the director and scenario
writer for Xenogears (Tetsuya Takahashi, I believe) can provide Kamurai with
a rich storyline as well as separate scenarios for each of the game's main
characters.
Uh oh . . . It seems that, in the babble above, I mentioned that I liked
Xenogears, and in doing do, I disagreed with you. Only one explanation
exists for this: I must be an idiot, who simply wrote to you because he
enjoys the masochistic sensation of being shamed and ridiculed by those who
read this column. Oh well . . .
-Todd
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I think people misunderstand me. I don't lay into people for enjoying Xenogears; I lay into people who feel that sending me a poorly-written piece of hate mail will somehow change my feelings towards the game. So, despite the fact that we disagree over that particular title, I'm not going to insult you. Really. Moving along.
The main difference between reading a book and playing a game with a storyline that is similar to a book in its linearity is the level of involvement. When reading a novel, you're simply a spectator, viewing the events via the mind's eye. With a game, there is a level of involvement and a feeling of control over the events that simply isn't present when reading a piece of writing. When you find all of the secrets, you can look at that filled inventory list and, those insanely powerful character stats and feel accomplished by your own handiwork. Linear or not, all that is there is by your own efforts. This is one area that distinguishes gaming form both film and literature, and it's something that will continue to be played upon as videogames continue along the path to becoming a genuine form of art and mainstream entertainment forum.
Unnecessary |
No, linearity isn't required for a good story, but it makes it a lot easier.
The less linearity you have the less control you have over the storyline.
Kinda hard to make betrayals mean anything if the player never develops an
attachment to a character. Or never even has him in his party. Also hard to
pull off world-shaking plot twists if there's a chance the player could see
events from AFTER the twist before it even happens.
I'd like to say first that throwing in a couple optional dungeons or an
early airship does NOT make a game non-linear. Non-linear means "freedom to
affect the plot as the player sees fit," or basically, "the story's as good
as the player makes it." Most players are dull and uninteresting
individuals. Thus most non-linear stories are going to be dull.
The game generally makes up for it by giving you a lot of freedom to explore
and to build up your character. They say this freedom makes up for the lack
of a story, but I just don't see it. I've never been pulled in by a game
with almost no linearity. It never really allows for emotional involvement.
Exploring and gaining levels is more an exercise, like collecting stamps.
(Doesn't require much more skill, either.) Even the ones people SAY are
"non-linear" drop into full-linear mode whenever something important
happens.
I think the best solution is a balance of freedom of exploration with
generally linear plotlines. This way you get enough choices to FEEL like
you're in control, but not enough to botch the story. Xenogears goes
overboard with the linearity, SaGa Frontier goes overboard with the freedom.
A good balance for me is, say, FF6 or Chrono Trigger. FF4 is horribly
linear. FF7 & FF8 are too, but at least they allow you some freedom with the
stats.
-J FORD
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A game can give you all of the freedom in the world, but if you never enjoy the game because of this freedom, it becomes a lost cause. Hey, just stating the obvious -- that's what I'm here for.
Closing Comments:
Since I'm not going to specify a topic here today, being the weekend and all, I'm going to make a bit of a public service announcement. Whatever you do, do not see the film "Supernova". It makes Lost in Space look like a Shakespearean opus. Although the producers would probably have you believe that only in recent times have the special effects integral to the storyline become possible, I think some executive was just sitting on this one until Mystery Science Theatre 3000 went off air. Formerly we could have relied upon MST3K to dole out justice to a piece of science fiction this wretched by devoting an entire episode to its mockery, but humanity no longer has such a luxury.
-Drew Cosner
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