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LINEAR STORIES IN VIDEO GAMES

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Linear Stories in Video Games
Friday, November 11th, 2005 at 6:48 am

While we are on the topic of emotion in video games, I figured I'd share my opinions on what makes Final Fantasy the #1 emotion evoker of all games. There are a lot of reason, but the biggest element, I would have to say, is linear story. A lot of game designers seem to frown upon linear storylines in general, arguing that it defeats the purpose of player control in gameplay. Of course one should focus on gameplay as the core of a video game, but at one point you have to take it to the next level, otherwise it would be like making movies with your entire focus on FOVs, f-stops, and film speeds.

Linear Story does NOT Mean Linear Gameplay
Critics tend to argue that linear stories limit gameplay, which maybe true to some extent, but less than you would imagine. For one thing, a linear story operates on a progression the way most games have levels. Even in a game like Tetris, you have to pass level 1 to get to level 2, which is really the basis of a linear progression. Generally, you can wrap non-linear gameplay around a linear story by allowing the player to customize characters, allowing the player to explore the world freely, filling the world with mini-games and sidequests, etc. Games like Bethesda's new Elder Scrolls IV: Oblivion, and consequently the entire Elder Scrolls series, champions the non-linear RPG, but at the core of their game is still a fundamentally linear story. It's certainly different from games like Final Fantasy, but the principal of the linear story is still there.

Not being able to choose has its advantages
Not being able to choose your character's path is only a negative if the designer fails to use it to the game's advantage. I remember one instance in beginning of Final Fantasy VIII, where the anti-hero, Seifer, disobeys orders and leaves his post and heads to a place of rumored danger, forcing you to follow. At that point, I was not too drawn to the game and found it annoying to have to follow even though I had selected not to when prompted. Sure, this is a frustration, and maybe viewed as the pitfall of linearity, but think of the set up. This follows a very cinematic model one character has entered a place you know you shouldn't be. You know something bad is going to happen. In film, you have no choice but to enter that space with the character and whatever happens to the character is out of your control. In video games, you are forced down that path, but cannot take the passive viewing approach. Think about the apprehension you feel when watching a horror movie, when you know that the main character is headed for danger, now put the control of that character in your hands the stakes go up.

Linear Stories Allow for Better Characters
The best part of a linear story lies in the potential of creating dynamic characters. Linearity permits a character to change as a result to the games events. Moreover, linear structure raises the stakes for each character because the things you do can potentially change the character you might not have control over the ultimate outcome, but it feels that you do. When Aeris died in FFVII, many people spent hours figuring out ways to bring her back, wondering if there was some way in which she could stay alive. Linear stories ultimately allow for characters to react to scripted events and to have that reaction carry through the rest of the game. When Aeris died, Cloud will never be the same again. By contrast, a character like James Bond - in either the games or movies, starts and ends practically the same, no matter what happens. Sure, they might be sad, confused, or profoundly affected by a lover's death, but you know that when the sequel comes, it'll be as if it never happened. Dynamic characters is a fundamental reason why games like Final Fantasy can evoke emotions they are able to develop characters, then use the game events to change them fundamentally. These changes are what evoke emotions like love, sympathy, and pity.

Final Words
Despite my belief in the potential of linear stories in games, I do have one piece of warning: If you are going to force me down the dangerous path to rescue the princess, I better have a damn good reason why. Linear stories have the potential for what I described above, but they don't inherently carry it. A good linear story is harder than it sounds, but that is a different discussion altogether

This is an exerpt of the blog of Sally Huang, a game design major (I think she has graduated by now...): http://www.sallyhuang.com/

I found it rather insightful (probably because I know nothing of writing) so I decided to repost it here in hopes of generating some discussion.

How do you feel about linearity in game stories? Does it bother you? Do you care? I actually like linear stories - I find that linear stories really help to provide direction in the game. They give a strong sense of progression and accomplishment. Furtheremore, I believe strongly that linear story does NOT mean linear gameplay.

I hope to read more on writing for interactive media - does anyone have any suggestions?
I didn't read the article though I might later.

However, I wanted to suggest that linearity in games has much more to do with the game's design and balancing/progression of gameplay scenarios than it does the story.
As I am now designing a game that has non-linear elements (with a linear main plot), this is rather interesting. Having said that, her view seems narrow - I don't think linear progression necessarily makes for better characters. It makes for a more structured plot and simpler character development, sure, but many games seem to have a hard time with plot/character development whether or not they are linear.
I'm all for linear games. The Way is basically my favorite freeware RPG of all time, and it's about as linear as games come.

It is kind of interesting, though, to think of the Final Fantasy series as a linear game. While playing it, it doesn't feel linear at all--you're so busy fighting, adventuring and riding around on wind-drakes that for the most part, you only have a few open paths at any given time. Even if you recieve that new hovership, for example, in Final Fantasy IV, there's only one or two places you can take it to, anyway. On the other hand, games like The Elder Scrolls series do away with that conceit, and Oblivion does away with creature levels all together, allowing you to travel all over the world without much interference.
I don't think I've ever really played a game with a truely non-linear plot. A few come to mind that weren't completely linear but they really weren't non-linear as I'd think of it. KotoR1 had you going to the four planets to assemble that map which you could do in any order, but that was really doing four linear plots in the order you wanted and doing them in different orders didn't change the gameplay except for some encounters (although its been a while since I've played the game, so I could be wrong). Fallout is probably a better example for a somewhat non-linear, although I've only played short bits of that game.

Really, the only non-linear plots that I've experienced have been tabletop RPs like D&D (from good DMs, DMs that follow linear plots are horrible DMs), but tabletop RPs are in a completely different category from video game RPGs.
(And D&D has a load of non-linear gameplay which can be (and has been) adapted for video games. I don't see why you need some wacky non-linear plot to implement the stuff)


I'd personally never consider writing a non-linear plot (trying to, at least :P). The scope of the game would explode like a hydrogen bomb before long and its something that I wouldn't consider very fun in dealing with. Breaking up the complete linearity of the plot with where the player does have choices is nice though (see the KotoR1 example again, or FF6 World of Ruin), but hardly mandatory for a good plot or non-linear gameplay.
Craze
why would i heal when i could equip a morningstar
15170
For RM games, I believe that a short game with a set "tree" (branches leading to branches leading to endings) would have plenty of replayability and be feasible to create alone.

I enjoy linear stories with character choices that matter; FF5 and its crazy job system comes to mind here, as does DQ8's skill point system.

As for my own projects, I'm all for truly linear gameplay. As in, you go from point a to point b and that is it. You cannot go back to point a, point c can only be reached from point b and you cannot pass GO (do not collect $200). In fact, my current project actually takes place on a line.

...figuratively, of course.

So, yeah. I enjoyed my first ten hours of Oldblivion but I doubt I'll ever touch it again. Craze is a linear dude.
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