Vaeliorin wrote...
I'd argue that Baldur's Gate did it by having a main plot that was nonexistent for the majority of the game.
Yes, that was great.
Between first leaving Candlekeep and finding Sarevok's papers, everything you do is esentially sidequests, the largest of which coincidentally involves people important to the main plot.
Again, I think this is an ideal construction.
I still maintain that my character in BG had absolutely no reason to want to get involved with the iron shortage subplot, nor any reason to want to go to the city of Baldur's Gate (where, with the amount of people around, he'd be more exposed to unexpected attack.)
That is BG's one glaring flaw. A perfectly reasonable desire for the PC is to run away from all these assassins, rather than hunting down their source - but the game doesn't let you do that and doesn't give any reason why.
I maintain that there needs to be some sort of direction given in a game. It doesn't need to be as explicit as "go here and do this" like is so common in modern games, but you need something to get you started. Otherwise, I think it's too overwhelming to have this whole world to explore and no idea where to even start (which is, when I think about it, odd, because computer games tend to be the only time when I have this issue.)
That overwhemling feeling has benefits. Since the player can't just go do what he's supposed to do (as there isn't anything he's supposed to do), he's forced to limit the scope of his concerns to his character. It promotes roleplaying, something gamers seem to be doing less and less these days.
Anyway, on the subject of linearity, I've got to admit to a bit of ambivalence. I find that even in games that have non-linearity, I usually play through them in the same order...only occasionally in DA have I switched up the order in which I did things (which was actually nice, because it made at least the first area much harder.)
I've changed the order every time I've played through DAO, but I play through BG in mostly the same order every time. The same for KotOR (both games I still play).
AlanC9 wrote...
The question is whether the player want to go to Nashkel or not. And once he finishes Naskel, does he want to follow the lead from there? But I agree that there's an issue -- Nashkel comes across as no more important than any other sidequest, except that the recruited NPCs want to go there. I thought this was kind of ham-handed -- it's like putting a big "This Way to Main Plot" arrow up.
The first time I played BG, I somehow missed Xzar and Montaron, and I didn't go to the Friendly Arm Inn (it seemed foolish to keep following Gorion's plan given that he'd already led us into one ambush), so no one ever told me to go to Nashkel. However, I went there because it was the opposite direction from the Friendly Arm, and once there I picked up two party members, both of whom wanted to go to the Gnoll Stronghold. So I thought THAT was where the main plot was.
By the time I got back I'd pretty much forgotten that I was looking for a main plot and just started acting in my character's interests. Only then did I brave the Nashkel mines. But even then I didn't find the main plot because I didn't read Mulahey's notes carefully, so I didn't ever go looking for Tranzig. As it happened, I was using a cabinet in an inn in Beregost to store excess equipment, and it was in that room where I found Tranzig. Because I wasn't looking for him, it felt more like he was ambushing me, and that worked out brilliantly. Only then did I start tracking these people down, because they'd attacked me in my own room at the inn.
AlanC9 wrote...
Also note that typical hero stories don't feature a lot of freedom for the hero. Which proves nothing, since the conventions of heroic narrative are debatable, but if you're trying to emulate other media you'll come down against strategic freedom for the PC. Are CRPGs a different enough medium to break with those conventions?
Absolutely. CRPGs grant something other heroic media do not: player agency. The whole point of these being computer games rather than books or movies is that the player has some input into what happens. That's a difference in kind.