Walker White wrote...
One of the interesting things about these debates is how linear always gets bandied about as a negative term. Sometimes it is; sometimes it isn't.
If we are just restricting ourselves to the combat field of play (e.g. the shooting galleries), I think everyone agrees we would like a wider degree of freedom. You have to narrow it down in the beginning to act as a tutorial for newer players, but there is no reason not to open it up later. Hopefully BioWare is doing something here.
However, then we get to the issue of story progression. This is where it is not so clear cut. Yes, faction-based story progression has been around since the early 90s. However, games that rely on this type of story telling by-and-large have very weak narratives. They are so intent on emphasizing player voice, that authorial voice gets drowned out. Right now, the only way we know how to credibly insert authorial voice is with a moderate amount of linearity.
There is a lot of ongoing academic research in AI on how to get around this problem. Tools in this area are known as drama managers, and the cocktail party game Façade was one of the first to really popularize this idea. But the stuff is still very much in its infancy. So until then, if we want the narrative-driven, cinematic experiences that BioWare is known for (instead of the narrative-light, sandbox experiences Bethesda is known for), we will have to accept some degree of linearity.
It's not so hard. Get rid of useless non-related-to-anything side missions every RPG has, and build a multiple-ways main mission with all the narrative clues intact in every of the different paths.
Problem? You need to make a 50 hours game for a 10 hours storyline.
But then you obtain real replayability, as making a different choice may lead the player to a whole new path, with different levels and different point of view in the same story.
If well done, the combination of different choices may lead to endless replays, as the combinations between story fragments could be a lot.
Not just faction storytelling, but a real branching story, with different endings depending on your choices and different missions, different characters, etc... Not just "choose who wins" or "have a nice text telling me how different everything is", but a really different ending.
It can be done with actual technology. It just needs more development time.
Also getting rid of those "kill everything -> advance -> kill everything..." action sequences would help a lot. There could be lots of different kinds of combat sequences. Players may need to escort, run away, hide, had to face the environment in some adventure levels, etc...
Modifié par Alex_SM, 08 janvier 2012 - 03:44 .