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Five samurai.
One quest for awesomeness.
Many dead ninjas.

Ninja Shizatch - the interactive, animated webcomic



Sunday, February 03, 2008

On Linearity

One recurring topic in Ninja Shizatch has been linear, railroading plots. In pop culture, this is generally viewed as a bad thing for tabletop RPGs, in which the Game Master kills off one of the best aspects of the genre by forcing the players to do essentially what he planned for them to do, unwaveringly following his storyline.

But I see it as a negative aspect of video games as well.

Let’s face it: nowadays, most games are all about graphics – few developers actually work hard at producing a novel-quality plotline. If that weren’t enough, some make their games so linear that you’re forced to trudge through their low-quality story, giving you no liberties in making choices that may affect the plot.

I don’t mind linear games – so long as they have a great story. Blizzard Entertainment makes games with great stories – StarCraft is a very linear game, but I didn’t mind at all because I didn’t want to interfere in any way with the riveting plot. Same goes for WarCraft III. WarCraft II had a pretty decent plot – not as good as SC or WC3, but still good. However, it was not as linear as the other two – you could choose a faction (orcs or humans) and depending on that choice, the entire outcome of the game would be affected. Diablo II is also not completely linear, in that you have several optional quests, tied into the plot, which will award you allies, items, or abilities, though the overall plot remains the same.

On the other hand of the spectrum, we have non-linear games. From what I hear about Knights of the Old Republic, this game allows you to make decisions that affect how NPCs interact with you, what side-quests are available, and the whole Jedi/Sith thing has a powerful impact on how you play the game. I’m willing to pardon a poor plot if I get this type of freedom.


Here are my thoughts on the various degrees of linearity in strategy games, shooters, and RPGs.


Linear strategy game: There is only one rigid storyline. Individual “levels” do not take into consideration what you have done in previous levels. “Hero units” that were lost are revived. All your resources are set to preset value. All buildings and units you constructed disappear, to be replaced with presets for the “level.”

Sub-linear strategy game: Depending on which “faction” you pick, the plot will end differently.

Non-linear strategy game: As sub-linear, but “hero units” that died stay dead. Some “levels” retain the buildings, units, and resources of previous levels, if still on the same battlefield and timeframe. Allies and enemies can be made, depending on the completion of optional side-missions.


Linear shooter: Individual “levels” do not take into consideration what you have done in previous levels. At each level, you start off at max health, with preset weapons and ammo. Any item pickups, weapons, or ammo you haven’t used by the end of the previous level is mysteriously lost, or otherwise unavailable. There is only one way to beat each level (generally by killing something).

Sub-linear shooter: “Levels” flow into one another – you retain the items and health you had in previous levels.

Non-linear shooter: As sub-linear, but there are multiple ways to progress through, and defeat, “levels,” which may include finding allies, shortcuts, avoiding fights, etc. Enemies you failed to kill in previous levels may come back to haunt you (a failed side-mission). Prisoners you saved in previous levels (an optional side-mission) may return to help you.


Linear RPG: Regardless of race/class/gender/etc, your character is treated the same by NPCs, and these characteristics have no bearing whatsoever on the plot. Quests must be completed in a sequential manner, all leading to a single possible ending.

Sub-linear RPG: NPCs will mildly acknowledge your race/class/gender (ie, by calling you “sir” or “ma’am,” or referring to you as an “elf” or “mage”). Side-quests are optional and may be completed whenever you wish. You may or may not hire certain “party members” who may give you access to certain side-quests.

Non-linear RPG: As sub-linear, but your character’s actions play an important role in the story. Playing a good or evil character will drastically affect the outcome of the plot. Your race/class/gender will shape the flow of the story – playing an elf may allow you access through an elven forest; playing a mage may allow you to consult with archmages, etc.

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