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	<title>Comments on: The Crossroads: Linearity vs. Freedom</title>
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	<link>http://resolution-magazine.co.uk/content/the-crossroads-linearity-vs-freedom/</link>
	<description>Resolution Magazine: Diverse commentary on video games. Previews, reviews, articles and more.</description>
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		<title>By: Lewis</title>
		<link>http://resolution-magazine.co.uk/content/the-crossroads-linearity-vs-freedom/#comment-2885</link>
		<dc:creator>Lewis</dc:creator>
		<pubDate>Wed, 27 May 2009 17:35:31 +0000</pubDate>
		<guid isPermaLink="false">http://resolution-magazine.co.uk/content/?p=997#comment-2885</guid>
		<description>Hmm, yeah. But what you seemed to be getting at is you don&#039;t like level design which artifically blocks your path in a way that doesn&#039;t make sense in the context of the environment it&#039;s mimicking. So: if there was a knee-high wall in real life, you&#039;d be able to climb over it. Why can&#039;t you here?

But that&#039;s a far cry for, say, Valve&#039;s masterful design, where although you&#039;re guided down a very specific path, the construction of the world means you&#039;d never want to venture anywhere else, because it provides a *reason* you&#039;re going the way you&#039;re going, and a *reason* to not even try going anywhere else.  I mean, you really don&#039;t wanna get shot by the Combine, do you?</description>
		<content:encoded><![CDATA[<p>Hmm, yeah. But what you seemed to be getting at is you don&#8217;t like level design which artifically blocks your path in a way that doesn&#8217;t make sense in the context of the environment it&#8217;s mimicking. So: if there was a knee-high wall in real life, you&#8217;d be able to climb over it. Why can&#8217;t you here?</p>
<p>But that&#8217;s a far cry for, say, Valve&#8217;s masterful design, where although you&#8217;re guided down a very specific path, the construction of the world means you&#8217;d never want to venture anywhere else, because it provides a *reason* you&#8217;re going the way you&#8217;re going, and a *reason* to not even try going anywhere else.  I mean, you really don&#8217;t wanna get shot by the Combine, do you?</p>
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		<title>By: DrEru</title>
		<link>http://resolution-magazine.co.uk/content/the-crossroads-linearity-vs-freedom/#comment-2884</link>
		<dc:creator>DrEru</dc:creator>
		<pubDate>Wed, 27 May 2009 17:29:12 +0000</pubDate>
		<guid isPermaLink="false">http://resolution-magazine.co.uk/content/?p=997#comment-2884</guid>
		<description>Lewis: You might be right, but if you follow your logic that makes many of the most popular games guilty of lazy level design.  Take COD 4 for instance.  I am quite happy to admit it is a great game (although not entirely my hot beverage because it fails to provide any mental challenge whatsoever).  I don&#039;t usually think of it as lazy design because I don&#039;t think they ever intended it to be remotely tactical.</description>
		<content:encoded><![CDATA[<p>Lewis: You might be right, but if you follow your logic that makes many of the most popular games guilty of lazy level design.  Take COD 4 for instance.  I am quite happy to admit it is a great game (although not entirely my hot beverage because it fails to provide any mental challenge whatsoever).  I don&#8217;t usually think of it as lazy design because I don&#8217;t think they ever intended it to be remotely tactical.</p>
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		<title>By: Lewis</title>
		<link>http://resolution-magazine.co.uk/content/the-crossroads-linearity-vs-freedom/#comment-2883</link>
		<dc:creator>Lewis</dc:creator>
		<pubDate>Wed, 27 May 2009 15:24:08 +0000</pubDate>
		<guid isPermaLink="false">http://resolution-magazine.co.uk/content/?p=997#comment-2883</guid>
		<description>DrEru: I don&#039;t think you dislike linearity in games. I think you dislike lazy level design. Big difference.</description>
		<content:encoded><![CDATA[<p>DrEru: I don&#8217;t think you dislike linearity in games. I think you dislike lazy level design. Big difference.</p>
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		<title>By: DrEru</title>
		<link>http://resolution-magazine.co.uk/content/the-crossroads-linearity-vs-freedom/#comment-2882</link>
		<dc:creator>DrEru</dc:creator>
		<pubDate>Wed, 27 May 2009 09:49:30 +0000</pubDate>
		<guid isPermaLink="false">http://resolution-magazine.co.uk/content/?p=997#comment-2882</guid>
		<description>First I must take a deep breath and resist the temptation to rant, liearity being one of my pet hates in gaming.  Oddly this does not mean I hate linear story telling.  Allow me to explain. I perceive two, clearly different, levels of linearity; linear story telling and linear level design.  I am okay with the former, and loathe the latter.

There is a good reason for linearity.  It ensure each player will have a very similar experience, and so more resources can be focussed on the one and only path.  This means better graphics, cut-scenes etc.  It also allows designers to avoid awkward pauses in the pace of the game and generally control the experience.  But within a level, or map, I really don&#039;t want linearity.  I don&#039;t want knee high fences (Brothers in Arms) or enemy immune to long range sniping (BiA again).  I hate tightly scripted game triggers, with enemy appearing as if from thin air at deliberately inconvenient locations (CoD), and infinite spawning forcing you to advance from perfectly decent cover into open ground (CoD).  I could go on.

This is not to say that I like the current crop of sand-box games.  They are, let&#039;s face it, often quite boring and repetitive (Far Cry) for large periods.  They pretend to offer non-linearity but don&#039;t, as your actions have no long term consequences (GTA).  It is these consequences that non-linearity is all about.  Wihout them it is a sham, and that is where we currently are.  We have a choice between flawed open games and over-linear cinematic experiences.  Just for the record I do not consider bi-linear (or multi-linear) games to be non-linear.  Simply scripting mutliple story arcs does not make the game complex.  It just offers multiple, linear, sub-games.

Personally I think, given current processing restrictions, the two best compromises are MMO&#039;s and open levels in linear stories.  I don&#039;t like MMO&#039;s but they are truly open, and your actions do have consequences in terms of relationships with other people.  The other option is a linear game in which the individual levels are open to many different approaches (or at least play differently each time).  The best example of this I can think of is Operation Flashpoint, although Ghost Recon is making decent strides in this direction.  Surprisingly this is also something I have always liked about Halo, which although highly linear, plays differently each time due to the mobile nature of the enemy and the (sometimes) open maps.</description>
		<content:encoded><![CDATA[<p>First I must take a deep breath and resist the temptation to rant, liearity being one of my pet hates in gaming.  Oddly this does not mean I hate linear story telling.  Allow me to explain. I perceive two, clearly different, levels of linearity; linear story telling and linear level design.  I am okay with the former, and loathe the latter.</p>
<p>There is a good reason for linearity.  It ensure each player will have a very similar experience, and so more resources can be focussed on the one and only path.  This means better graphics, cut-scenes etc.  It also allows designers to avoid awkward pauses in the pace of the game and generally control the experience.  But within a level, or map, I really don&#8217;t want linearity.  I don&#8217;t want knee high fences (Brothers in Arms) or enemy immune to long range sniping (BiA again).  I hate tightly scripted game triggers, with enemy appearing as if from thin air at deliberately inconvenient locations (CoD), and infinite spawning forcing you to advance from perfectly decent cover into open ground (CoD).  I could go on.</p>
<p>This is not to say that I like the current crop of sand-box games.  They are, let&#8217;s face it, often quite boring and repetitive (Far Cry) for large periods.  They pretend to offer non-linearity but don&#8217;t, as your actions have no long term consequences (GTA).  It is these consequences that non-linearity is all about.  Wihout them it is a sham, and that is where we currently are.  We have a choice between flawed open games and over-linear cinematic experiences.  Just for the record I do not consider bi-linear (or multi-linear) games to be non-linear.  Simply scripting mutliple story arcs does not make the game complex.  It just offers multiple, linear, sub-games.</p>
<p>Personally I think, given current processing restrictions, the two best compromises are MMO&#8217;s and open levels in linear stories.  I don&#8217;t like MMO&#8217;s but they are truly open, and your actions do have consequences in terms of relationships with other people.  The other option is a linear game in which the individual levels are open to many different approaches (or at least play differently each time).  The best example of this I can think of is Operation Flashpoint, although Ghost Recon is making decent strides in this direction.  Surprisingly this is also something I have always liked about Halo, which although highly linear, plays differently each time due to the mobile nature of the enemy and the (sometimes) open maps.</p>
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		<title>By: Lewis</title>
		<link>http://resolution-magazine.co.uk/content/the-crossroads-linearity-vs-freedom/#comment-2867</link>
		<dc:creator>Lewis</dc:creator>
		<pubDate>Tue, 26 May 2009 10:07:13 +0000</pubDate>
		<guid isPermaLink="false">http://resolution-magazine.co.uk/content/?p=997#comment-2867</guid>
		<description>&quot;What linear games allow is for the player to read these stories at the correct pace, experiencingoblivion the joy, excitement and horror at the right moments to induce emotional response and intellectual satisfaction&quot;

Roger Ebert would agree.  Probably.</description>
		<content:encoded><![CDATA[<p>&#8220;What linear games allow is for the player to read these stories at the correct pace, experiencingoblivion the joy, excitement and horror at the right moments to induce emotional response and intellectual satisfaction&#8221;</p>
<p>Roger Ebert would agree.  Probably.</p>
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		<title>By: Xercies</title>
		<link>http://resolution-magazine.co.uk/content/the-crossroads-linearity-vs-freedom/#comment-2864</link>
		<dc:creator>Xercies</dc:creator>
		<pubDate>Tue, 26 May 2009 09:36:05 +0000</pubDate>
		<guid isPermaLink="false">http://resolution-magazine.co.uk/content/?p=997#comment-2864</guid>
		<description>Some of the best games I have are linear but let you play how you want, basically the Crysis effect. You have to go through each base linear but you can choose how to get into each base and how to kill the people there. I actually think its the best of Both worlds that makes a great game. Since you still have choices and you still have a great story.</description>
		<content:encoded><![CDATA[<p>Some of the best games I have are linear but let you play how you want, basically the Crysis effect. You have to go through each base linear but you can choose how to get into each base and how to kill the people there. I actually think its the best of Both worlds that makes a great game. Since you still have choices and you still have a great story.</p>
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		<title>By: Dan</title>
		<link>http://resolution-magazine.co.uk/content/the-crossroads-linearity-vs-freedom/#comment-2854</link>
		<dc:creator>Dan</dc:creator>
		<pubDate>Tue, 26 May 2009 08:21:58 +0000</pubDate>
		<guid isPermaLink="false">http://resolution-magazine.co.uk/content/?p=997#comment-2854</guid>
		<description>This is a great article. I am very fond of my sandbox games but have noticed a signifcant lack of linear single player story driven games on my &#039;to play&#039; list. I think Uncharted 2 is the next one. I sincerely enjoy both kinds of game, but you have to have a very strong lead character if you want to pull of either kind of game well. There are certain factors that translate across mediums and without a strong plot, good characters, strong acting and clever well thought out cinematography it is difficult to produce any kind of successful product in this modern climate, especially working for gamers who tend to be just a little more demanding than the rest of the general public.</description>
		<content:encoded><![CDATA[<p>This is a great article. I am very fond of my sandbox games but have noticed a signifcant lack of linear single player story driven games on my &#8216;to play&#8217; list. I think Uncharted 2 is the next one. I sincerely enjoy both kinds of game, but you have to have a very strong lead character if you want to pull of either kind of game well. There are certain factors that translate across mediums and without a strong plot, good characters, strong acting and clever well thought out cinematography it is difficult to produce any kind of successful product in this modern climate, especially working for gamers who tend to be just a little more demanding than the rest of the general public.</p>
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		<title>By: Jazmeister</title>
		<link>http://resolution-magazine.co.uk/content/the-crossroads-linearity-vs-freedom/#comment-2801</link>
		<dc:creator>Jazmeister</dc:creator>
		<pubDate>Tue, 26 May 2009 01:02:05 +0000</pubDate>
		<guid isPermaLink="false">http://resolution-magazine.co.uk/content/?p=997#comment-2801</guid>
		<description>Agreed; I miss my linear single player epics as much as I yearn for the next open-world sandbox. It&#039;s interesting that you can see how open-ended play sprang from that trick linear devs use; taking the Mario level timer off, putting in side-quests, letting you play around a little more.

I think it&#039;s ultimately diverged in both directions as differing answers to the problem of immersion, of believablity. Look at a black and white movie and not only is it a different colour from real life, but any special effects (like the original Jekyll and Hyde transformation sequence) break immersion. You can bust out better effects, or change the story.

Maps in Half Life 2 are sets; no-clipping to the other side of that impassable wall, you can see there aren&#039;t any textures there, and it might as well be made of cardboard like the fake town in blazing saddles. Early games frustrated with the impassable knee-high wall; modern linear shooters terrify with armed soldiers photographing a corpse, interrogating a crying witness. Open world games let you sneak past them, or shoot them at least; two utterly different approaches to the same dillema, both infinitely better than knee-high walls.

A linear game is still trying to sell you on its solidity; an open-world game is still trying to hook you with its story. So I agree utterly; they are different sides to the same limited edition Tamrielic Drake.</description>
		<content:encoded><![CDATA[<p>Agreed; I miss my linear single player epics as much as I yearn for the next open-world sandbox. It&#8217;s interesting that you can see how open-ended play sprang from that trick linear devs use; taking the Mario level timer off, putting in side-quests, letting you play around a little more.</p>
<p>I think it&#8217;s ultimately diverged in both directions as differing answers to the problem of immersion, of believablity. Look at a black and white movie and not only is it a different colour from real life, but any special effects (like the original Jekyll and Hyde transformation sequence) break immersion. You can bust out better effects, or change the story.</p>
<p>Maps in Half Life 2 are sets; no-clipping to the other side of that impassable wall, you can see there aren&#8217;t any textures there, and it might as well be made of cardboard like the fake town in blazing saddles. Early games frustrated with the impassable knee-high wall; modern linear shooters terrify with armed soldiers photographing a corpse, interrogating a crying witness. Open world games let you sneak past them, or shoot them at least; two utterly different approaches to the same dillema, both infinitely better than knee-high walls.</p>
<p>A linear game is still trying to sell you on its solidity; an open-world game is still trying to hook you with its story. So I agree utterly; they are different sides to the same limited edition Tamrielic Drake.</p>
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