Saturday, September 18, 2010

Phoenix Down Under: Linear is not a dirty word

Linearity in games is one of those topics that brings with it mixed views. Some people love completely straightforward games and can't stand having a world that's too lax in telling you where to go and what to do, and some enjoy the freedom. This is why many people didn't enjoy Oblivion... among other reasons. That's all fine and dandy though. You know what they say: different strokes for different folks.

While some people love how direct a game like Half Life 2 is (as it is indeed a very methodical, planned out experience), some players prefer a game that's less didactic in its approach. Some people love both, and under that category is where I fall. What bothers me though is when people suggest that simply because a game doesn't let you do as you please the entire time, that game must be an inferior experience. Compared to one that lets you go and eat a burger before you choose to do the inevitable final mission or something.

The whole use of the word 'linear' confuses me somewhat, at least when applied to video games. Do you refer to a non-linear game as one having multiple story paths or multiple endings? Or is it a game where you're given free roam to an extent, but ultimately have to finish the one and only story there is? Saints Row 2 comes to mind.

Googling "Define: Linear" for reference certainly didn't help, though I don't have any idea what I expected to find that would surprise me. Strangely enough though, the definition of the word just raised further questions.

Linear: Having the form of a line; straight; Pertaining or related to lines; Made in a step-by-step, logical manner; Long and narrow, with nearly parallel sides.

There. My efforts weren't for nothing.

Basically, linear relates to lines. Now I know that that isn't exactly what one would call "rocket surgery," but it still confused me as to why people apply this term to games. As I mentioned above, how do you define a linear or non-linear game? One that is completely direct in its storytelling, straightforward like a line? But if you were to adopt this definition, it still applies to almost every game ever. Even the sandbox ones. I guess you could ask...

Where's the line?


... Right, so anyway, my point still stands; when is a game not linear? Ultimately, you still play from the start to the finish. In fact, given that line of thought, I would argue that a non-linear game is not one which gives you freedom, as seems to be the definition these days, but instead it seems to make more sense to apply the term to games which don't tell the story in a 'linear' fashion. I could give an obvious example, but that would result in spoiler-giving.

Next week, I shall discuss the price of games today, and whether or not the system is totally boned. Keep your internet dial tuned.

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