LINEARITY OK? ARE CHOICES IMPORTANT?
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What do people think about choices in RPGs? Are they an important aspect to a game to make it more enjoyable to play, or would a linear experience be just as good? Do you think a game with a bunch of choices that result in different, smaller things is better or more fun than a game that focuses all its energy on one big linear path?
Mostly opinion gathering, but feel free to discuss the subject of choices in RPGs.
Mostly opinion gathering, but feel free to discuss the subject of choices in RPGs.
Depends 100% on the writing. Both have their challenges. Neither is objectively better than the other.
Personally, I think the best way to go about it is to stick to roughly one linear path with the small changes here and there depending on what you do. Nothing that alters the main story in any major way, but... for example, let's say you defeat a major enemy: you're given the choice to spare him or to kill him. If you kill him, word might get out you're a bit of a ruthless guy when it comes to them there baddies, and the next baddy might refuse to talk simply because of that action (or, because you spared the last one, you might have an option to talk the theoretical next baddy down instead of fighting him).
With LSX, I'm doing pretty much that - making some places where, depending on the actions you do in that segment, things later on in the game change in a small way (for example, you're asked to go speak with someone - if you rest first, you miss a couple extra lines that hint at what's going on much earlier - and in another place, you can choose to go do a section of the storyline without taking Eva, the choice of which will affect some scenes later in and how she sees you, but not in a major 'oh my god, I need to restart because I screwed up my game' way).
With LSX, I'm doing pretty much that - making some places where, depending on the actions you do in that segment, things later on in the game change in a small way (for example, you're asked to go speak with someone - if you rest first, you miss a couple extra lines that hint at what's going on much earlier - and in another place, you can choose to go do a section of the storyline without taking Eva, the choice of which will affect some scenes later in and how she sees you, but not in a major 'oh my god, I need to restart because I screwed up my game' way).
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
A lot of people seem to think for some reason that making an RPG as linear as an action game is totally unacceptable. I have yet to discern why; none of the fundamental differences between RPGs and action games seem to have much to do with linearity. Like, everyone seems to universally revile FF13, even though the campaign in Halo or Devil May Cry or Contra is just as linear. I do know that it's a very common opinion, though, and your game's popularity will suffer greatly if you fail to adhere to it.
I think it is important to create the illusion of choice. Mostly the player Won't even know what was optional or non linear until a replay. Which is great and all for replay value but i wouldnt count on that and design wise I always feel like if I'm going to design something I'd like to get it in game.
For me it depends on what game you are making,but a linear RPG,we're talking about very straight forward game with no sidequest,choices,or traveling to extra places for an RPG is VERY BORING.The only thing that might make me continue to finish the game is if the storyline was super great,but I would still have a dissatisfied feeling to the game.
It doesn't need to have more than one ending,but choice of words to see different reaction is a great addition,interesting side quest is a good distraction and exploration is a must.
One of the thing that I hate in RPG is that when the towns are poorly design or worse it almost looked the same to the previous town and also when there's nothing new to do at the town.Sometimes people tends to create town just for show or more like a pitstop or an oasis for the players.They just create the town just so the players can restock their items or progress for a main story.No sidequest mission,extra interaction,secret items,place or events.
Of course usually I do not find this problem in commercial games very much but RPG Maker games is a different story.Other than story and gameplay RPG is also about exploration and one of thing that I always can't wait to do in an RPG(commercial only,usually I have low hopes for RPG Maker games)is traveling to a new town and see new places and explore it.
Usually the linear RPG games also have shitty towns cause usually its trying to force people to get with the program and forget about exploration and thus sometimes not a lot of work is done to the town.
But this is just my opinion...
It doesn't need to have more than one ending,but choice of words to see different reaction is a great addition,interesting side quest is a good distraction and exploration is a must.
One of the thing that I hate in RPG is that when the towns are poorly design or worse it almost looked the same to the previous town and also when there's nothing new to do at the town.Sometimes people tends to create town just for show or more like a pitstop or an oasis for the players.They just create the town just so the players can restock their items or progress for a main story.No sidequest mission,extra interaction,secret items,place or events.
Of course usually I do not find this problem in commercial games very much but RPG Maker games is a different story.Other than story and gameplay RPG is also about exploration and one of thing that I always can't wait to do in an RPG(commercial only,usually I have low hopes for RPG Maker games)is traveling to a new town and see new places and explore it.
Usually the linear RPG games also have shitty towns cause usually its trying to force people to get with the program and forget about exploration and thus sometimes not a lot of work is done to the town.
But this is just my opinion...
Linear games are great.
Non-linear games are great.
The first case has parts of non-linearity, and the second is non-linear but not exactly a wide-open sandbox.
Both ways can be fun and engaging if played right. I have no personal preference. Just make right to synthesize everything in a concrete manner, wether you go linear or not. Also, extras (almost) never hurt.
Non-linear games are great.
The first case has parts of non-linearity, and the second is non-linear but not exactly a wide-open sandbox.
Both ways can be fun and engaging if played right. I have no personal preference. Just make right to synthesize everything in a concrete manner, wether you go linear or not. Also, extras (almost) never hurt.
Whether your plot & story are linear or not does not matter. The gaming medium is defined by interactivity, and as an extension of that, player choice. However, while I believe you should offer your player as much interactivity as you can, you can sacrifice choice in the plot aspect as long as you have meaningful choice in other gameplay aspects.
The player should feel like her or his decisions matter somehow - that's the important part. You can create that feeling without a nonlinear plot.
The player should feel like her or his decisions matter somehow - that's the important part. You can create that feeling without a nonlinear plot.
author=slashphoenix
The player should feel like her or his decisions matter somehow
Or not, if you're going for a cinematic game. (great to tell a story)
But that's a minority anyways, and if you are going for a cinematic game you must be sure that the story is engaging, in a way or another.
author=LockeZ
Like, everyone seems to universally revile FF13, even though the campaign in Halo or Devil May Cry or Contra is just as linear.
author=JosephSeraph
Linear games are great.
I think pointing to Final Fantasy X is a good instance of why FF13 gets ragged on as "Final Corridor Simulator 13." FF10 was just as linear, story wise, but there was plenty of room to go off the main path and look around, and then you could go back later on and play around and find stuff that was hidden before. But FF13 is basically railroad until chapter... 11, IIRC, then it lets you into the trainyard where you can do a small variety of time filling sidequests in a rather contained area - and then when you finally get to the end of that trainyard (or get bored with it's limited options), it's back on the railroad express right back to the end of the game.
Even the slight opening up after completing the game only allows you to go back into the area from Chapter 11 - you never get to go back. RPGs are, almost since there inception, defined heavily on the fact that you can go back, or wander around off the main path. The other games you mention are games from genres where exploration isn't expected and, in most cases, is frowned upon because it drives you out of the main point of the game - the action, in all three cases.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=zorro
For me it depends on what game you are making,but a linear RPG,we're talking about very straight forward game with no sidequest,choices,or traveling to extra places for an RPG is VERY BORING.
See, you say that, but if a linear RPG seems more boring to you than a linear action game (like Contra), it's just because you apparently think RPGs are boring compared to action games. Which means you don't like RPGs, not really. Which means you're not the person that anyone making RPGs is making games for. So your opinion about them is irrelevant. Right? Stop me if there's a part of that that seems like a leap, but I think my logic is sound.
author=zorro
Other than story and gameplay RPG is also about exploration and one of thing that I always can't wait to do in an RPG(commercial only,usually I have low hopes for RPG Maker games)is traveling to a new town and see new places and explore it.
Usually the linear RPG games also have shitty towns cause usually its trying to force people to get with the program and forget about exploration and thus sometimes not a lot of work is done to the town.
Exploration is really much more closely identified with a seperate genre from RPGs, the Adventure genre. Now, a lot of RPGs are a combination of both RPG and adventure elements. And purely due to convention, that combination continues to be popular in the few RPGs that still get released these days. But it's far from a necessity! Think about what core emotions are driving your player in your game. You can totally make a game about growing into a super powerful hero and about solving problems and overcoming challenges through tactics and planning without it also being a game about exploration and discovery. 99% of tactical RPGs are an excellent example.
Shitty towns that have no effort put into them because the designer wants you to get back to actually playing the game are kind of stupid. I mean, I totally get the designer wanting you to get back to actually playing the game. But why have the town at all if there's nothing in it that's at all engaging? If it doesn't support your game design goals, just get rid of it. Replace it with something more appropriate, like the home bases in Nippon Ichi games or the menu-towns in FF Tactics or the savepoint-shops in FF13.
author=TravioThe main points of an RPG are usually the combat and the rewards you get from that combat, generally speaking. So exploration is driving you out of the main point of the game there too. There are RPGs that are built around exploration too - they're called western RPGs - but that's just one subgenre. Most RPGs feel like they just kind of included some exploration to waste my time while I'm trying to play, because there's nothing about the exploration that's at all engaging. It's added to the game only at the absolute most primitive, surface level. It's not what makes the game tick.
The other games you mention are games from genres where exploration isn't expected and, in most cases, is frowned upon because it drives you out of the main point of the game - the action, in all three cases.
There are some pretty cool chapter-oriented RPGs where you can't explore past chapters, though. I guess they're more enjoyable when treared as a mission-oriented, 2D fare, perhaps. I really enjoy the idea of unrevisitable chapters. I think Riviera did this but I can't remember.
EDIT: My post and LockeZ came simultaneously, I think I'm being redundant.
EDIT: My post and LockeZ came simultaneously, I think I'm being redundant.
author=LockeZauthor=TravioThe main points of an RPG are usually the combat and the rewards you get from that combat, generally speaking. So exploration is driving you out of the main point of the game there too. There are RPGs that are built around exploration too - they're called western RPGs - but that's just one subgenre. Most RPGs feel like they just kind of included some exploration to waste my time while I'm trying to play, because there's nothing about the exploration that's at all engaging. It's added to the game only at the absolute most primitive, surface level. It's not what makes the game tick.
The other games you mention are games from genres where exploration isn't expected and, in most cases, is frowned upon because it drives you out of the main point of the game - the action, in all three cases.
Then let's go back to the title - Final Fantasy 13 varies from the existing formula of Final Fantasy in a bad way in doing this. And RPGs have almost always had 'secrets' to find, things that aren't on the main path, but just off of it in some hidden nook. I can probably count on my hands the number of times there was any meaningful choice to which direction I was going in FF13 - even places where you can choose multiple paths tend towards the two paths reconverging, with all the actual treasure right there in front of you. There's a legitimate fan beef with the game locking you onto one path, especially after how 'open' FF12 was.
Choices are always important no matter what type of game or how linear it is. Even the illusion of choice is better than none at all.
EDIT: That said, there's nothing wrong with linearity. Most games are linear as it is, even ones that common opinions hold to be non-linear. Usually there's just optional branching paths that take you off the main one temporarily. I think someone whipped up a nifty chart a while back demonstrating the different kinds of plot progression a game can take.
EDIT: That said, there's nothing wrong with linearity. Most games are linear as it is, even ones that common opinions hold to be non-linear. Usually there's just optional branching paths that take you off the main one temporarily. I think someone whipped up a nifty chart a while back demonstrating the different kinds of plot progression a game can take.
author=LouisCyphre=3
GUYS.
gg
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My theory for rpg design is a balance between ff13 and ff12. I want the game to be linear just enough for me to balance gameplay and plot, while attempting non-linearity in specific, controlled regions throughout the game.
I like choices, and I like giving choices to the player, but you got to keep balance in mind. Bite off more than you can chew, and play testing your game will become a nightmare and a half.
Personally I think choice is part of the definition of an RPG. Though it's more in gameplay choices than in plot choices really. So the plot can be as linear as it wants as long as the gameplay is not. For example one of the fundamental aspects of an RPG is the character creation and progression and this is where the very basest of choices come into play. The player chooses what kind of character he or she plays and also how said character is going to progress (by levels or skill points or whatever system the game has).
In video game RPGs this choice tend to boil down to Battle, Stealth and Diplomacy. And the game is "supposed" to cater to these different playstyles in various ways that is satisfying for the player.
The plot itself is often linear but the roads through it varies.
Of course personally I like to be able to affect the story in an RPG too. If only minimally. I want the world to react to the character choices I made, since these character choices are key to what an RPG is. So if I snuck in and poisoned someone's food I want the game to react differently than if I beat up every single guard and then decapitated the target. It doesn't necessarily need to affect the plot (the guy still had to be "removed" from the plot), but in-game acknowledgment increases the immersion factor.
Of course this is not always feasible and often when playing I have to handwave a lot. I choose a dialogue option saying something my character wouldn't say but it's the closest option available. It just takes too much resources to properly "simulate" all the options (and that's essentially what an RPG is a simulation)
tldr:
Linearity is OK and choices are important.
In video game RPGs this choice tend to boil down to Battle, Stealth and Diplomacy. And the game is "supposed" to cater to these different playstyles in various ways that is satisfying for the player.
The plot itself is often linear but the roads through it varies.
Of course personally I like to be able to affect the story in an RPG too. If only minimally. I want the world to react to the character choices I made, since these character choices are key to what an RPG is. So if I snuck in and poisoned someone's food I want the game to react differently than if I beat up every single guard and then decapitated the target. It doesn't necessarily need to affect the plot (the guy still had to be "removed" from the plot), but in-game acknowledgment increases the immersion factor.
Of course this is not always feasible and often when playing I have to handwave a lot. I choose a dialogue option saying something my character wouldn't say but it's the closest option available. It just takes too much resources to properly "simulate" all the options (and that's essentially what an RPG is a simulation)
tldr:
Linearity is OK and choices are important.
I love choices. However, I despise and loath dummy choices. If selecting option A and option B results in nothing but a slight change in dialogue, then I would rather not even have the options in the first place.
author=Hoddmimir
I love choices. However, I despise and loath dummy choices. If selecting option A and option B results in nothing but a slight change in dialogue, then I would rather not even have the options in the first place.
I agree unless the dialogue is totally funny like the guy in Super Mario RPG who gets tickle tortured if you say you're going to abandon him
























