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What are your thoughts about tragic endings?


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#601
Dean_the_Young

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Il Divo wrote...

Sylvius the Mad wrote...

Dean_the_Young wrote...

How about as linearly as DAO or ME1 or KOTOR? It's easy to feel their plots are somehow more complex, but those are also static plotlines. Linear beginnings with the creamy middle of interchangeable, isolated linear sidequest arcs that lead back to the linear conclusion.


The BioWare we should look to for a less linear narrative is Baldur's Gate.  Basically an open world with a plot winding its way through it.

There are no branches in the plot, but it's also easy to leave the path entirely, or even not find the path in the first place.


I know you're a fan of creating your own narratives, but I'm pretty sure in this context he's referring to the main plot as provided by the writers. In that sense, Baldur's Gate is probably at the very bottom of the list as linearity goes.


As in, very linear or not?

I'll admit, I'm not very familiar with Baldur's Gate. Though, all things considered and from what I've heard, KOTOR and Jade Empire are the real lead-ins to the modern Bioware style of RPGs. Baldur's Gate 1 and 2, if I understand correctly, play out far more like Bethesda-style open-world RPGs than the epic (space) fantasy narratives that Bioware likes to spin these days.

Which isn't to say that they were better or worse, just that Bioware was still finding its groove and figuring out how it wanted to make games. If you read Gaider's tumblr account, Baldur's Gate (2?) is referenced a number of times as something of a white elephant in terms of planning and content. With the rise of a more structured design focus and divisions of responsibilities, it sounds like that's not a style of game creation Bioware even wants to return to.

#602
CybAnt1

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Baldur's Gate 1 and 2, if I understand correctly, play out far more like Bethesda-style open-world RPGs than the epic (space) fantasy narratives that Bioware likes to spin these days.


1 and 2 are very different from each other.

Sylvius prefers 1. Most BGfans prefer 2. 

2 is open world only in a very limited sense. There are 7 Chapters. The most open-ness you'll get is in Chapters 2 and 3. After Chapter 4, up till Chapter 7 (the climax), the world is no longer very open. 

#603
Martyr1777

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I don't think how linear Bioware games are matters for this discussion really. It's nice to have a couple differing branches in a story. But you can't ask too much in that regard because the cost of developing all that content you break the bank easily.

Lets be honest, even with how linear ME and DA are the bill they foot for the voice acting alone is huge, and even without a branching storyline we still can miss a lot of that.

Thats having been said though Bioware have stated that with DAI they intend to be less fearful of player choices blocking them from content, IE branching in different directions. So they are addressing some of the linear concerns. But to be honest, I don't care that ME and DA have been linear. I play Bioware games for the story, the characters.

Personally, when I play any of those series it can be a VERY interesting experience. As opposed to when I play Skyrim (which the individual quest lines are even more linear) as an open sandbox but with it's lifeless characters and complete lack of story depth I just get bored.

Just like when they put out ME1, they told everyone this wasn't just a shooter action game, they wanted it to feel like a cinematic experience. I for one thing they've done a pretty good job of that in both series. Characters I can get behind, not just the protagonist either but the companions. They all have their moments that can produce some real emotion if you get into it. But they also have their flaws, this is where we come back to this thread... the endings.

DAO was the more entertaining ending between both series by far imo. While the game was still linear between the various origins, some choices, and the endings in made for vastly more variety and interest. I think the variety of the prologue slides should be considered as a factor too, I was just as interested in those as the landsmeets dialogue for example. I wanted to know what the world state was after my playthrough.

But shallower endings like the others, even though the characters are still great and the story good. Well ME3 turns a lot of great moments into crap at the end there.

Honestly I don't know how they go from DAO's ending to DA2, rushed and all... even with that in mind, just doesn't make sense.

#604
Il Divo

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Dean_the_Young wrote..

As in, very linear or not?


Sorry, should have been more clear. Overall, Baldur's Gate 1 is a much less linear experience as Bioware games go, by virtue of being a giant sand box. Now strictly with regard to its main narrative, I'd say it's even more linear.

But I also haven't played it in quite some time, so I could be misremembering certain details.

I'll admit, I'm not very familiar with Baldur's Gate. Though, all things considered and from what I've heard, KOTOR and Jade Empire are the real lead-ins to the modern Bioware style of RPGs. Baldur's Gate 1 and 2, if I understand correctly, play out far more like Bethesda-style open-world RPGs than the epic (space) fantasy narratives that Bioware likes to spin these days.


Yeah, Baldur's Gate 1 especially is very different in style. 2 begins to straddle the line, incorporating romances, substantial character interactions, and a more epic main plot.

The way I usually put it to people is if your first Bioware experience began with their modern games (KotOR, Mass Effect, etc), you might have a lot of trouble going back, since BG1 especially lacks many of the now popular Bioware elements. If you're not a fan of DnD 2.0, bad graphics, or top down exploration, there might not be much to enjoy.

Modifié par Il Divo, 04 février 2014 - 01:28 .


#605
Dean_the_Young

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Il Divo wrote...

Dean_the_Young wrote..

As in, very linear or not?


Sorry, should have been more clear. Overall, Baldur's Gate 1 is a much less linear experience as Bioware games go, by virtue of being a giant sand box. Now strictly with regard to its main narrative, I'd say it's even more linear.

But I also haven't played it in quite some time, so I could be misremembering certain details.

Fair enough. Weird as it may sound, I often consider a good giant sand box RPG as a non-linear because of the difference in story telling. Or rather, 'what's the real story of the game and how is it being told?'

Bioware games, with their epic quest narratives, are telling a story about a sequential journey. It's a series of linear progressions, both physically (through caves and forward progression) and narratively, with the plot handed to you as you go through it. Even the arcs that can be swapped around in order, the treaty quests, make no effect on the understanding or progression of that core storyline. There are anciliory stories, but they aren't intended to replace the progress of the core path.

Bethesda games, like Skyrim or FNV, are focused on telling the story of a setting. While they do have core plots providing a context of the setting, this core plot is often little more than a framing device, and far from the dominant feature. The setting is developed via exploration and discovery of many different lore sorces, with no required path and no mandated order. It's the small side stories and quests that build the experience more than the core quest line.

Since KOTOR and Jade Empire, the only Bioware game that I would not immediately put in the former category is ME2, and after thought on that I'd still put it there as a collection of lots of small, unrelated linear stories.

I'll admit, I'm not very familiar with Baldur's Gate. Though, all things considered and from what I've heard, KOTOR and Jade Empire are the real lead-ins to the modern Bioware style of RPGs. Baldur's Gate 1 and 2, if I understand correctly, play out far more like Bethesda-style open-world RPGs than the epic (space) fantasy narratives that Bioware likes to spin these days.


Yeah, Baldur's Gate 1 especially is very different in style. 2 begins to straddle the line, incorporating romances, substantial character interactions, and a more epic main plot.

The way I usually put it to people is if your first Bioware experience began with their modern games (KotOR, Mass Effect, etc), you might have a lot of trouble going back, since BG1 especially lacks many of the now popular Bioware elements. If you're not a fan of DnD 2.0, bad graphics, or top down exploration, there might not be much to enjoy.

Pretty much why I've never been able to push through it.

Modifié par Dean_the_Young, 04 février 2014 - 01:54 .


#606
Fast Jimmy

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Dean_the_Young wrote...

How about as linearly as DAO or ME1 or KOTOR? It's easy to feel their plots are somehow more complex, but those are also static plotlines. Linear beginnings with the creamy middle of interchangeable, isolated linear sidequest arcs that lead back to the linear conclusion.

Unlike, say, Alpha Protocol, which IIRC would alter the levels and content of them depending on which order you took various quests, 'modern' Bioware (KOTOR/Jade Empire since) has never really wandered from linear plotlines and arcs. The greatest variance I can think of in the last decade was a few of the missions/arcs from ME3, which radically recast character interactions and tone/themes for different import states.


For the record, Alpha Protocol only had minor head nods to the order in which you did your missions, nothing truly divergent. And, for what it's worth, ME1 had (very) small thigns as well. Liara becoming starved to the point of hallucinations if you put off finding her until last, for instance. 

But that's not really the point... the point is that the game was made to be played in any order the player chose. That's the definition of non-linear. That there aren't branching plots is an oft-conflated but not inherently related analysis. You aren't moving in a line with DA:O or ME1 (or KOTOR or BG). It is a player-driven zig zag. That the points on this zig zag don't vary and don't wind up taking you to a different location does not disqualify it from being non-linear. 

Games like ME3 or DA2, which are straight shots that provide the same experience and dictate where the player is in the plot at all times is 100% non-linear. Besides, if creating divergent content based on the order in which the player chooses to do these quests is what we are shooting for (which I think is a worthwhile goal and something I truly enjoy when games do), then they need to at least have their design be built with the idea of allowing a non-linear progression. Bioware could have turned ME1 into a much different experience if things played out more differently depending on the order you completed your missions, but ME3 would require TONS of reworking to allow Thessia to be saved first, while Rannoch saved last (and doomed for it like Thessia was).

Well, exagerations (you'll be hard pressed to find standard games of any comparable complexity and content cost from 15+ years ago) and exceptional cases aside (as in, the exceptional few rather than the standard of their time), there's a really simple formula for why modern game producers are less daring:

The costs have risen drastically for those design improvements that are treated as near necessities by the gamer market, the prices of games have been static and effectively gone down for lower margins, and the Financial Crisis has weakened the market. When a AAA game flop could ruin the company, sticking to what works is sensible.

And, of course, there's also the downside of daring, which is running into your face and massive fan rejection. Like ME3. Hence fan complaints and requests for Bioware to both return to the idealized past that worked well (design conservatism) and take risks with mechanics and storytelling (design innovation).

And sometimes, irony of ironies, it's the same fans making the same requests at the same time. Got to sympathize with Bioware.


I actually do sympathize with Bioware. They are in a genre that is actively resistant to mainstreaming, yet they are constantly being told to mainstream to increase sales. 

I have no illussions why so many of the "great" RPG developers went belly up just years after their classic were released. Black Isle, for instance, created some of the best CRPGs of their generation, yet could barely remain solvent from one title to the next. Bioware kept themselves afloat by keeping a steady stream of popular, outside IPs (Forgotten Realms and Star Wars, for instance) to keep their lights on and, in their attempts to break off and form their own IPs (the first of which was the commercially less-than-stellar Jade Empire), wound up being (needing to be?) bought out by EA.

Scope creep was a terrible, bloodsucking portion of game design in the 90's/early 2000's, especially in RPGs. What sounded cool or what another developer was doing was all too often easy to promise and yet insane to implement. I think the more structured development of software project management has done wonders in making sure titles that are financed actually see the ligth of day and more developers are able to see an actual return on their investments.

That being said, the higher costs of development are slowly killing innovation in the industry. It has been for close to a decade. And the emergence of more indie, low cost developers in the past few years has really been a good sign that the AAA budgets and high-end production costs don't always have to be neccessary in ortder to make a good game. And that they certainly aren't neccessary to create an innovative one.

For the record, I don't consider anything about ME3 to be innovative or daring. Personal tastes and all of that, but it did nothing the previous games hadn't done before, barring a higher volume of cheap Save Import gimmicks. I find that the people who were most impressed with Bioware's attempts at this chose the "right" version of events that Bioware fully endorsed and didn't see how the "road less traveled" Import choices were basically paler imitations that really just effectively painted the picture that the player chose the wrong choice.

Except ME1 had a linear plot. The sidequests and exploration were never the plot, and even they themselves were overwhelmingly linear in both literal and structural terms. ME2 was even more so.


I agree that ME2 was more linear than ME1, but neither were linear plots. You could, literally, chose the order in which you tackled the primary plot. As I discussed above, that is the definition of non-linear.

You're combining two distinct, separate issues here: number of endings, and epilogue slides which are post ending. They really aren't the same thing, and treating them like they are conflates the issue of what's going on.

Epilogue slides first. They're the only part the your 'dozens of permutations' can really apply to, but they really aren't a change to the story. Besides the nature of what an epilogue is, all they really are is a reflection of choices made elsewhere. They don't alter or change the plot, and many (most) Bioware games have never had them. ME never had them until ME3's EC. They've never been a part and parcel of Bioware games, or RPGs in general, and most never bother with them. This isn't because the choices in the game never carry forward or have impacts: it's just that the momentum is already assumed.

Final scenes/endings have far fewer variation, and Bioware has never taken an approach of reflecting dozens of permutations in the plots. DAO had one: the OGB choice. At best, if you want to stretch the definition of endings, four: Warden/Alistair/Loghain live (OGB choice), and the Warden OR Alistair OR Loghain undergo the ultimate sacrifice. All four are based on a grand total of three choices.


If all the ending of a game shows is epilogue slides, then if it had different epilogue slides, it would be said to have multiple endings. But if a game has a more cinematic ending scene and then epilogue slides that were different based on choices, that's NOT having multiple endings?

That seems arbitrary.

And if you played your games in reverse order, don't you think the prevalence of hidden linearity would be more obvious to you?


No. Because there is no hidden linearity. There just isn't any branching content for choosing a different order.

Again, you're using the word linear wrong here. 

I think your question mayeb should be "would I think my choice of the order I complete my quests in a Bioware game matter more if I played the games in reverse order?" To which I would say no - the games give very little indication that the order I do missions/quests change anything. So playing ME3 first and then playing ME1 would do little to affect that. Even though there are some examples of that  - for instance, saving loyalty missions for last in ME2 would wind up resulting in Kelly and Dr. Chakwas quitting liquified, while doing most of them up front would let one or both of them live - the game still gives no feeling that things are playing out in a significantly different manner because of the non-linear appraoch.

However, again... if that is the goal? Then you at least need to have the non-linear design approach to begin with. You can't make everything linear and somehow get divergent content... that's not the way it works. 

Did older games do this to the absolutely highest level possible? No. But they at least built the design principles such that the concepts could introduced. It is just that no one has stepped up to the plate and attempted to take things to the next level... which is quite telling, given that some of these games are over a decade old now and are still some of the best examples in the industry in how to do such attempts.

#607
Martyr1777

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Can't say i agree with you stance on linear here Jimmy.

The game play is not linear. The story is completely linear.

Maybe its just different interpretations, but lets look at a book. Cant get more linear, you have no choice in how you progress through it. Well a book tells a story, the same way a game tells a story. But with a game that story can branch in different directions in the story and hence create different events or responses from the world. But aside from a few things in DAO all the others of the two series are almost completely linear in how the story plays out.

Im trying to think of a good example of a good non-linear story but they are just so very rare because of how difficult they are to make.

#608
Fast Jimmy

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Martyr1777 wrote...

Can't say i agree with you stance on linear here Jimmy.

The game play is not linear. The story is completely linear.

Maybe its just different interpretations, but lets look at a book. Cant get more linear, you have no choice in how you progress through it. Well a book tells a story, the same way a game tells a story. But with a game that story can branch in different directions in the story and hence create different events or responses from the world. But aside from a few things in DAO all the others of the two series are almost completely linear in how the story plays out.

Im trying to think of a good example of a good non-linear story but they are just so very rare because of how difficult they are to make.


There are very few books that are, say, 5 chapters long and yet allow you to read chapters 2, 3 and 4 in any order. Yet that's exactly what ME1 and DA:O do - you can choose to play that content in any order you like.

The content doesn't change and it doesn't react to being done last instead of first... but that doesn't, somehow, make it linear. Books are linear - you need to read chapter 2 for chapters 3 and 4 to make any sense. Sure, a theoretical book that allowed you to move around would always have chapters 1 and 5 and not change much depending on the order of chapter 2, 3 and 4... but that doesn't make it a linear story. Because you are no longer progressing in a line.

Modifié par Fast Jimmy, 04 février 2014 - 04:05 .


#609
Hiemoth

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Fast Jimmy wrote...

Martyr1777 wrote...

Can't say i agree with you stance on linear here Jimmy.

The game play is not linear. The story is completely linear.

Maybe its just different interpretations, but lets look at a book. Cant get more linear, you have no choice in how you progress through it. Well a book tells a story, the same way a game tells a story. But with a game that story can branch in different directions in the story and hence create different events or responses from the world. But aside from a few things in DAO all the others of the two series are almost completely linear in how the story plays out.

Im trying to think of a good example of a good non-linear story but they are just so very rare because of how difficult they are to make.


There are very few books that are, say, 5 chapters long and yet allow you to read chapters 2, 3 and 4 in any order. Yet that's exactly what ME1 and DA:O do - you can choose to play that content in any order you like.

The content doesn't change and it doesn't react to being done last instead of first... but that doesn't, somehow, make it linear. Books are linear - you need to read chapter 2 for chapters 3 and 4 to make any sense. Sure, a theoretical book that allowed you to move around would always have chapters 1 and 5 and not change much depending on the order of chapter 2, 3 and 4... but that doesn't make it a linear story. Because you are no longer progressing in a line.


I would argue that that is a very, very definition for gameplay non-linearity, and while technically correct, it actually really hinders to story as it forces those chapters 2, 3, and 4 to play as completely isolated segments which cannot properly influence each other. This makes it really difficult to build any sort of narrative arcs over the story itself or have a strong driving force. This is the reason why the player only has that one brief interaction with Saren or Benezia in ME1, as they cannot exist in any meaningful fashion in any of the other segments. It was a design style Bioware used in KOTOR, ME1 and DAO, but it also had its drawbacks and required the story to be disrupted in the seqways with no interconnectivity. To use your literary comparison, it turned a book in to a collection of novellas. Yet all of those novellas still need to be read and chapter 2 will always be the same no matter did you read it before or after chapter 3. Thus to labelly it non-linear game design is kind of stretching it.

And by the way, ME2, JE, BG1, and BG2 were all ridicilously linear. Yeah, you could do the recruitment missions in certain order, but they had little impact on the main plot, which consisted of basically 6 (7 if we include the Joker runaround) different missions, with the next one only being available after completing the previous mission. I do not remember for certain if all the recruitment missions were mandatory, but the loyalty missions were all completely optional. BG1 had a lot of running around, yes, but the main plot was utterly linear, the same with BG2. They are books, granted books with optional missions around, but still the main story can only progress in a very constrained manner.

Ultimately, the game design in both of those cases depends heavily on the story Bioware wants to tell and, in a way, the sad truth is that really ambitious and emotionally rewarding consistent stories are really hard to pull of with the shattered story design. For example, in ME3, one of the central stories was the toll the war of exctinction was having on Shepard. For them to effectively tell that story, it had to be sequential, as otherwise it would have required insane amounts of resources to have Shepard react differently to a random order of events. Same DA2, for the Qunari situation to explode, something has to lead to that. It needs a steady build with one affront leading to another, not just something happened and then something happened.

It is impossible to say at the moment which method Bioware will use in DAI, but I would be really surprised if they allowed the same kind of structure that in DAO as the story obviously seems to be building towards epic beats, which to pull of properly do need to lean on a clear sequence of events. Although, to echo other posters in this thread, I am concerned that Bioware will be more concervative with their game design here after the strong counter-reaction to DA2 and ME3. I will freely admit that truly and absolutely admired their courage and ambition in the stories of those games and to see them return to a DAO format, which I personally found pretty stale, will be a negative to me. But, others wil obviously enjoy them, and those balances are ultimately what game design is about.

#610
Fast Jimmy

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Wait, wait, wait... BG 1 is a "ridiculously" linear game? How?

You can follow the trail of bread crumbs as the game hints, but you can also go directly to the Bandit Camps or the Iron Mines without even so much as checking on Gorion's body, let alone recruiting any set companions (of which the game has over twenty). There are multiple solutions and to nearly every main line quest and different dialogue based on how you approach things.

If BG1 is a linear game to you, then I'm going to need an example of a non-linear game, because that's just crazy person talk.

Modifié par Fast Jimmy, 04 février 2014 - 11:56 .


#611
LinksOcarina

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Fast Jimmy wrote...

Wait, wait, wait... BG 1 is a "ridiculously" linear game? How?

You can follow the trail of bread crumbs as the game hints, but you can also go directly to the Bandit Camps or the Iron Mines without even so much as checking on Gorion's body, let alone recruiting any set companions (of which the game has over twenty). There are multiple solutions and to nearly every main line quest and different dialogue based on how you approach things.

If BG1 is a linear game to you, then I'm going to need an example of a non-linear game, because that's just crazy person talk.


The obvious answer is Elder Scrolls, because you don't have to follow the primary story at all to play the game.

In baldurs gate, you can bypass parts and go straight to Nashkel, for example, but for all intents and purposes, in the end you have to complete the mines to progress things further to chapter 2 and 3 by its design.

I think the point that needs to be addessed is simple; the fact that you can manipulate chapters 2, 3 or 4 in a game doesn't mean its fully non-linear. This again ties into the plot/narrative differences on game design, what we actually manipulate usually is only flavor towards the main plot, not the plot itself. 

elder scrolls is different because its full sandbox that is player centric; the story just stops until we pick it up again. So you don't want to fight dragons, don't go to bleak falls barrow, you feel like finishing the mages guild first, thats your storyline for the gameignore the companions as you travel to winterhold. It is essentially a game with instances that we can choose to follow or not, rather than chapters we need to progress through in a linear fashion.

#612
Dean_the_Young

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Fallout: Vegas, CIV mods, Witcher 2, for three, but I'll hit those in a moment.

The distinction we're making is the difference between story linearity (when the core plot progression occurs in a fixed sequential order, without divergent branching narratives or parallel plot paths) and gameplay linearity (when all levels are the same order). KOTOR/DAO/ME1/ME2 model avoids the later while remaining the former.

While the so-called 'creamy middle' of the epic adventures are a core part of the experience, they aren't a part of the core plot. They're typically a macguffin hunt of tangential stories, what Heimoth called those isolated novella. Their interchangeable order is irrelevant in the sense that it's utterly irrelevant to the overall plot and the specific plots themselves: without any reflections or acknowledgements of the order, and being largely linear themselves and abandoning any pretense of narrative divergence at their end (the King of the Dwarves is utterly irrelevant to what happens next in the story), to say the plot (as distinguished from the player experience) is changed by these mid-quests is a bridge too far. The core plot of DAO is a linear sequence of Origin-Betrayal of Loghain-Creamy Middle-Denerim and Kingsmeet-Finale. Each plot arc progresses the same regardless of choices before, provides the same delimma and potential outputs regardless of what occurs before, which is why we say the plot is effectively linear despite the gameplay non-linearity.

To give some contrast of non-linear stories done in different ways, here's how the Witcher 2, Fallout: New Vegas, and a typical Civ mod (such as Fall from Heaven) approach their stories.


The Witcher 2 avoids overall non-linearity in three primary ways: being a game with effectively two mutually-exclusive parallel linear stories (depending on your mid-game faction), and using the outputs of the main game to significantly alter the outputs and possibilities of the finale. The dominant one is the question of who the player sides with in the pursuit of the Kingslayer: nationalist special forces or progressive revolutionaries. While both serve similar roles (the support/handler faction) to reach a similar endgame, the game is very heavy with acknowledging the difference of association and uses that choice to change the order and nature of various encounters. In addition, these arc experiences are mutually exclusive and distinct in tone and interactions, which would make a model of them being 'Intro-Faction A Arc-Finale' and 'Intro-Faction B Arc-Finale.'

FNV approaches story non-linearity from two main points: the factional alignment narrative, and the fundamental approach of how to tell a story. The later I addressed before: in a Bethesda-style game like Fallout, the story is told through the environment and exploration/encountering of distributed lore sources. That's the goal of their stories, but in fairness that's not the unifying plot which serves as the framing device. The major sidequest arcs (the tribal allies) are also pretty isolated from each other: you might get a number of different paths to resolve them, which makes them less linear (and I even bough the progression maps as part of the FNV guide, to just see them), but they would largely fall in the creamy middle issue.

Where the plot non-linearity comes from is the factional system that serves as the driving force of the plot experience. There are three factions, with different leaders and themes, that can serve as the player's sponsor and handler, giving perspecives and tasks, and the prospect of the Wild Card route in which you are your own boss. While they have similarities, they increasingly become mutually exclusive. Caesar's Legion is the biggest stand-out, as both the narrative and the reflective experiences will become exceptionally different: you get a completely unique goal for a late-game event that the other three factions take an entirely opposite view towards, and the difference of factional alignment and tasks make for a number of different encounters and experiences. The Wild Card is also a different sort of non-linear plot approach in the sense that you can entirely skip the Creamy Middle of the game that the other factions demand you pursue.


I'm not sure you'd consider the Civilization games stories with plots, but role-playing civ games, especially the Fall from Heaven mod, definitely create stories and experiences in a non-linear faction. In the FFH expansion-mod in particular, the whole context of the game is radically recast as part of a D&D-esque setting, with mountains of lore and context in everything from mechanically-unique civs, a major religion/morality alignment system, hero units, and a backstory and escalating narrative device that is literally intended to drive your end-game into the Apocalypse. It's a setting tailor-made to create your own emergent stories as you approach it in different ways, and there is no core path to follow as the apocalypse nears.

#613
Fast Jimmy

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The Witcher 2 is committed to divergent content. It is still linear, by your own (rather insane) definition. It requires you to play Act 1, gives a different Act 2, then requires you to complete Act 3. In that order.

Skyrim has an insanely linear main plot. You get a choice between Stormcloud/Imperial in the Cuvil War quest line, but that is about it. The true main story line is that of Alduin, which has no divergent content and where the player is forced to play sections in the exact order the game lays out. The fact that it is a sandbox game with lots of other content to do outside of the main story is COMPLETELY irrelevant. It makes it a sandbox game, not a non-linear one. The fact that I could do many of DA:O's side quests at nearly any point in the game doesn't make it non-linear to you... so are we now saying it is strictly a volume of content argument to calling something non-linear? Because that is completely illogical.

Baldur's Gate doesn't require you to complete all of its quests. You can skip entire parts of the main plot. You can solve problems (such as the Iron Guild doppelgängers) in multiple ways. It forces you to recruit no one. The only real plot gates are the ability to enter Cloakwood and Baldur's Gate at the right times.

The Fallout games, including New Vegas, are great examples of non-linear story, but not by your own definition. You have a set beginning. You have a lot of freedom in the middle in terms of what you want to tackle and the order in which you tackle it. Yet you are forced to complete certain tasks in order to reach the end of the game, which invariably takes place on the Hoover Dam.



Your argument is "if it isn't a sandbox game, then it is a linear game and therefore shouldn't even attempt to be any different" is, to be blunt, simplistic and not at all in line with reality.

#614
CybAnt1

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I think sandbox/open world vs. linear/railroad is more of a continuum than a discrete yes/no option in many games.

Oddly, a lot of developers seem to be shooting for various points on the middle of that continuum.

A totally linear story with no choice ... well, don't know. Go read a book or watch a movie. Why play a game if you want to be totally passive? I want interactivity, I want some effect on the narrative.

A completely open world where there's no ending, just constant story expansion, and complete freedom to go anywhere/do anything ... well, that's most MMOs (*)... well you do run out of finite physical geography, quests, and things to do until the next content patch/expansion.

Bioware's been shooting for the middle, so do most other non-mmo rpg-devs. Of course, they are all finding different "creamy centers".

(*) Within 1 limit ... a limit that affects a lot of level-based, non-scaling games, you can't start out in WoW at level 10 and go to Outland, Northrend, or Pandaria immediately, because, well, you'll die. 

Modifié par CybAnt1, 04 février 2014 - 02:03 .


#615
Fast Jimmy

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But we're moving the goal posts here... non-linear doesn't mean "it has no end." That's open-ended.

Non-linear is, again by definition, not a straight line. The player can choose the path they want to take. They can opt to do some items in the main plot line and not others. There are lots of shades of gray, I agree... but that just means your definition is functionally worthless. My definition of "a game that doesn't play out completely straight" allows more games to be called non-linear, but your definiton seems to only allow games that are sandboxes, MMOs or The Witcher to be non-linear. Which seems pretty self-serving.


Again, there is a difference between open ended games with no ending, divergent content games which have branches in how the story/events play out and non-linear games. They often overlap on execution, but they are not, by themselves, the same things.

#616
Dean_the_Young

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Fast Jimmy wrote...

The Witcher 2 is committed to divergent content. It is still linear, by your own (rather insane) definition. It requires you to play Act 1, gives a different Act 2, then requires you to complete Act 3. In that order.

I thought I had also acknowledged that, but pointed out the mutually exclusive Act 2's as the key distinguishing trait?

Sequentialism isn't the defining point of a linear plot: that's just how time flows, and time is always linear. It's the presence of plot divergences (which go in different directions, like FNV) or parallel but mutually exclusive main plots (Witcher's Act 2) that distinguish the overall plot from being linear or not.

Skyrim has an insanely linear main plot. You get a choice between Stormcloud/Imperial in the Cuvil War quest line, but that is about it. The true main story line is that of Alduin, which has no divergent content and where the player is forced to play sections in the exact order the game lays out. The fact that it is a sandbox game with lots of other content to do outside of the main story is COMPLETELY irrelevant. It makes it a sandbox game, not a non-linear one. The fact that I could do many of DA:O's side quests at nearly any point in the game doesn't make it non-linear to you... so are we now saying it is strictly a volume of content argument to calling something non-linear? Because that is completely illogical.

No, I actually agree: the main plot of Skyrim is linear. The story of Skyrim is non-linear, but that's a distinction I made earlier in how the game approaches delivering the experience. I suppose you could substitue 'story' for 'setting experience,' though I don't feel that's right because it misses out on how it conveys themes and information to the player. Sandbox games like Skyrim or Fallout, which are about building up the setting rather than the main plot, do so from a completely different perspective than narrative-dependent games like Bioware's. The plot isn't even the primary focus of such a game, whereas it is central to the Bioware story.

If I was unclear, I apologize. I don't think sandbox games are non-linear plots because they are sandboxes. Fallout: New Vegas is non-linear because of it's divergent factional plots that carry the Courier to the finale.

Baldur's Gate doesn't require you to complete all of its quests. You can skip entire parts of the main plot. You can solve problems (such as the Iron Guild doppelgängers) in multiple ways. It forces you to recruit no one. The only real plot gates are the ability to enter Cloakwood and Baldur's Gate at the right times.

From everything I know of Baldur's Gate, I agree. Being able to skip entire parts of the plot is part of what would make BG non-linear, but that's something no Bioware game in the modern incarnation does.

The Fallout games, including New Vegas, are great examples of non-linear story, but not by your own definition. You have a set beginning. You have a lot of freedom in the middle in terms of what you want to tackle and the order in which you tackle it. Yet you are forced to complete certain tasks in order to reach the end of the game, which invariably takes place on the Hoover Dam.

Well, yes and no, and not by the standard I was establishing earlier. You don't have to complete the core plot in the same order: you can skip all of Act 1's chase of Benny by going straight to Vegas, and even skip all the Creamy Middle local faciton quests in the Yes Man route. Basically the BG route.

Where FNV's core plot is linear is the factional routes, but these routes are themselves divergent from one another, which is what makes the overall plot non-linear. They can have mutually exclusive, even contradictory, motivations and goals, and reorient entire missions in the same location. The Hoover Dam finale is a static location, but not a static mission: whether you defend from the west or seek to take it from the East, the goals in the mission itself, and the general resolutions that are set in place long before the finale- the only invariable part of the finale is its location. Unlike in a more linear RPG, like the entire ME trilogy, where all roads lead to the same end-game, the end-game itself changes in content and narrative depending on FNV's factional setup.

Probably the best example I can think of about how a same location isn't a same plot is, unfortunately, from FNV. The epitome of this a Legion playthrough overall, but the mission to assassinate the NCR President in particular. In the other three routes, the mission is invariably to defend the president if you take the mission at all (you can be prevented from taking the mission, or deliberatly skip it, in the House/Yes Man routes). For the Legion, the mission is to assassinate him and is portrayed completely differently: rather than a security guard you approach the area as an infiltrator, rather than foiling a number of different attempts you must find one to work, and of course the successful conclusions are direct opposites.

Same place. Same time. Same context, even. But they serve completely different roles and experiences in the respective plots.

Your argument is "if it isn't a sandbox game, then it is a linear game and therefore shouldn't even attempt to be any different" is, to be blunt, simplistic and not at all in line with reality.

Fortunately, that isn't my argument or conclusion. ^_^

#617
LinksOcarina

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Fast Jimmy wrote...

The Witcher 2 is committed to divergent content. It is still linear, by your own (rather insane) definition. It requires you to play Act 1, gives a different Act 2, then requires you to complete Act 3. In that order.

Skyrim has an insanely linear main plot. You get a choice between Stormcloud/Imperial in the Cuvil War quest line, but that is about it. The true main story line is that of Alduin, which has no divergent content and where the player is forced to play sections in the exact order the game lays out. The fact that it is a sandbox game with lots of other content to do outside of the main story is COMPLETELY irrelevant. It makes it a sandbox game, not a non-linear one. The fact that I could do many of DA:O's side quests at nearly any point in the game doesn't make it non-linear to you... so are we now saying it is strictly a volume of content argument to calling something non-linear? Because that is completely illogical.

Baldur's Gate doesn't require you to complete all of its quests. You can skip entire parts of the main plot. You can solve problems (such as the Iron Guild doppelgängers) in multiple ways. It forces you to recruit no one. The only real plot gates are the ability to enter Cloakwood and Baldur's Gate at the right times.

The Fallout games, including New Vegas, are great examples of non-linear story, but not by your own definition. You have a set beginning. You have a lot of freedom in the middle in terms of what you want to tackle and the order in which you tackle it. Yet you are forced to complete certain tasks in order to reach the end of the game, which invariably takes place on the Hoover Dam.

Your argument is "if it isn't a sandbox game, then it is a linear game and therefore shouldn't even attempt to be any different" is, to be blunt, simplistic and not at all in line with reality.


The main plot may be linear, but the fact that it can be ignored is what I am talking about. If you can log in over 60 hours without doing anything plot-related, then your game is sandbox yes, but also very non-linear. Baldur's Gate cannot do that because most of the questlines are tied to the plot. Just because you can skip aspects of it doesn't mean your not following it either, you basically are, which is the point being made.

You keep changing the argument too. It has nothing to do with volume of content, it has to do with mechanical implementation. You can do side-quests in Dragon Age: Origins as much as you want, but you keep getting drawn back to the main plot to move forward into the game. Elder Scrolls, despite any faults it may have, doesn't have that issue, since you can literally play it without ever touching the main questline, faction quests, or even any quests at all, really. Whether or not we call it sandbox or not is a point of debate in itself. I agree with you it is, but it is still non-linear then by design.

I would also agree with you on the Witcher 2 though, despite two different parralels in act II, it is still a linear game by mechanics. The change is like the locked out content from dragon age II, which was dependent on questlines done in Origins, such as protecting harrowmont or the werewolf  and elf on the roadside. Honestly I felt like Dragon Age II did it better in some respects because I didn't feel like I was missing parts of the story at times, but thats personal preference. 

#618
Dean_the_Young

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Fast Jimmy wrote...

But we're moving the goal posts here... non-linear doesn't mean "it has no end." That's open-ended.

Just to be clear, cyberant isn't me. Even if we use the same ruggedly handsome, incredibly tasteful avatar.

Non-linear is, again by definition, not a straight line. The player can choose the path they want to take. They can opt to do some items in the main plot line and not others. There are lots of shades of gray, I agree... but that just means your definition is functionally worthless. My definition of "a game that doesn't play out completely straight" allows more games to be called non-linear, but your definiton seems to only allow games that are sandboxes, MMOs or The Witcher to be non-linear. Which seems pretty self-serving.

That's a plenty fair view. I'm not sure if you're conflating his views with mine, so I'll just try to (possibly oversimplify) my own view.

The key point of a non-linear core plot is mutually exclusive narratives.

That can be done by plot divergance, where the sequence of events, locations, virtually everything follow a different scenario. I have also have also heard this called branching narratives, and it looks like a tree. Once you follow one route, the rest of the branch is distinct from the rest. About the only point Bioware tries branching narratives is with ending choices, which kicks the divergance to after the game is effectively complete. The primary (partial?) exception was KOTOR and the Dark Side path: a very late game but distinct narrative split into the finale. Essentially absent from modern Bioware, this is a very common formula for dating sim games, and hence why I think they are under-recognized RPGs.

This can also be done with parallel plotlines with mutually exclusive composition. The key here is that the plot is going to reflect the point of divergence in various ways as a part of the narrative going forward: different patron factions, different sequences of events, different allies, and so on. Even though parallel plots will eventually come back to a similar point (or else they would be branching narratives), they do so from different directions and perspectives that make the overall core narrative a distinct route from the alternative. This is what the Witcher 2 does in Act 2.


I distinguish between core plots, the accessory plots, and stories (narrative experience) based on the importance and nature of the events to the narrative.

The core plot is basically the underlying premise of the game, for which there is a distinct beginning and ending that resolves the game. All other plots are subordinate and/or supporting the core plot, if they are related at all. In the ME trilogy, the core plot was the Reapers. In DAO, it was the Blight. Games with the Creamy Middle design (in which a series of macguffins are hunted, sometimes in any order, in order to further the main quest) often abandon the core plot during the mid-game to pack in the accessory plots, before returning to the core plot.

The accessory plots are the plots aren't the core plot of the game. They range in importance, from the major subarcs (the Genophage, the Geth/Quarian plotlines) to minor sidequests. Despite the name they are important, providing much of the lore, content, and overall experience of the game. In games with the Creamy Middle, the Creamy Middle often is composed of the major subarcs that are self-contained, and often do not impact the core plot.

The story, as I mentioned before, is the general setting experience to be consumed. It can be approached in different ways: Bioware places heavy emphasis on the core plot of the Epic Adventure, while sandbox games can pursue the story through less centralized means. So while the story is nearly synonymous for the plot of a Bioware game, the same can't necessarily be said for something like FNV. For Bioware, ME2 is the big exception with questions: it is framed from start to finish both internally and by external advertising and focus by its core plot of the Collectors and Suicide Mission, but the vast majority of its content is accessory squdmate content. Where is the story in ME2, then?

The same game can have different amounts of linearity across these categories. A game with a non-linear core plot can have primarily linear accessory plots, and vice versa. A non-linear story like Bethesda setting-based stories can have a linear core plot. 

I categorize the overal linearity of a game based first on its story, and then on its core plot. A common illusion on non-linearity in games comes when games with linear core plots have non-linear accessory plots that don't really matter outside of themselves.

This is what DAO does with its treaty quests in the Creamy Middle. The Treaty Quests themselves are a good example of the different styles of linearity, even apart from how they can be approached differently.

The Circle of Magi is a very linear plot, and while there are a few minor choices here and there the opportunity for divergence is at the very, very end, after the plot and conflict has already otherwise been resolved. This is a microcosm of a linear game with an end-game choice.

The Elven quest is a classic late-branching factional narrative: we are introduced to one faction, then another, reveal the conflict, and then are offered a choice between them for diverging outcomes and finales. The distinguishing feature between it and the circle of magi is that the faction choice comes before the resolution, allowing the final confrontation to play out in divergent ways.

Orzamar is a great example of a parallel non-linearity, in that it actually has two parallels that diverge and reunite: the initial 'choose who you support' to get to the Deep Roads has different quests and themes (highlighting Bhelen's agressiveness versus Harrowmounts reactionary defense), and then the handling of the Anvil and the Crown. While the parallels return to the same general point and serve the same gameplay/story roles, they do so in distinct ways.

None of these are perfect representations, of course.  The factional choice between the Elves and werewolves is so late there's hardly any content after the narrative divergence aside from the finale, and the differences in the Bhelen/Harrowmount route effectively amount to dialogue and a brief skirmish or two with supporters. But then these are general representations, and I'll gladly make allowances based on their relative lengths.

So we have non-linearity in the accessory sub-arcs. Why isn't that enough for me to consider DAO a non-linear story?

In a nutshell, because of how isolated the accessory plots are to the core plot's narrative, and to eachother. A number of stories that interact and reinforce eachother provides an interlocking narrative. A lesser story that sits on its own to the side without influencing later developments is effectively a glorified sidequest. The lack of later impact of the treaty quests (or the ME1 planets for Saren, or ME2's order of recruitment missions) is what undermines the non-linearity of the core plot. As soon as you pick your king, what changes after that? For the rest of the game after their quest, Bhelen and Harrowmount make no substantitive difference for the rest of the core plot. No one knows, or cares, and there are only superficial reflections until the epilogue slides*. You approach the next sequence of events with the same themes, the same sequences, and the same characters from the same direction.

The order of the Creamy Middle's quests has no impact on the Core Plot, or even on itself. As far as the narrative is concerned, it's no different than having to do an arbitrary number of sidequests in order to progress: good for world building, not good for impacting the narrative. There are not enough variations or distinctions of the Creamy Middle to distinguish it from other variations on the grounds of impacting the overall, and thus the Creamy Middle is a single narrative unit. As a single unit, there is only one Core Plot progression (Origin-Loghain Betrayal-Creamy Middle-Landsmeet-Finale). Hence, a linear core plot.

Linear accessory plots? No. Bad story? Not at all. But linear enough to call the creamy middle an illusion of non-linearity, rather than being a non-linear core plot.


*And, to respond to an earlier response: I do not view epilogue slides as distinct endings. Epilogue slides reflect ending states, but ending states exist regardless of the epilogue slides. Claiming epilogue slides as distinct endings wildly inflates the ending count to the number of potential epilogue combinations (easily in the hundreds or thousands) vis-a-vis actual ending content and divergence. A completely linear core plot with no choices apart from a companion/romance epilogue slide would have one ending even if it had 16 potential epilogue slides. Since you make epilogue slide divergences based on choices that already exist, and not necessarily all of them, the ending states is a separate issue from the number of endings.


Again, there is a difference between open ended games with no ending, divergent content games which have branches in how the story/events play out and non-linear games. They often overlap on execution, but they are not, by themselves, the same things.

Totally agreed.


For the record, I'm going to have to go away for awhile, but I want to commend you on being thoughtful and composing yourself with dignity and grace, even if you think I'm wrong. I'm enjoying this discussion with you, Jimmy.

#619
Dean_the_Young

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LinksOcarina wrote...

Fast Jimmy wrote...

The Witcher 2 is committed to divergent content. It is still linear, by your own (rather insane) definition. It requires you to play Act 1, gives a different Act 2, then requires you to complete Act 3. In that order.

Skyrim has an insanely linear main plot. You get a choice between Stormcloud/Imperial in the Cuvil War quest line, but that is about it. The true main story line is that of Alduin, which has no divergent content and where the player is forced to play sections in the exact order the game lays out. The fact that it is a sandbox game with lots of other content to do outside of the main story is COMPLETELY irrelevant. It makes it a sandbox game, not a non-linear one. The fact that I could do many of DA:O's side quests at nearly any point in the game doesn't make it non-linear to you... so are we now saying it is strictly a volume of content argument to calling something non-linear? Because that is completely illogical.

Baldur's Gate doesn't require you to complete all of its quests. You can skip entire parts of the main plot. You can solve problems (such as the Iron Guild doppelgängers) in multiple ways. It forces you to recruit no one. The only real plot gates are the ability to enter Cloakwood and Baldur's Gate at the right times.

The Fallout games, including New Vegas, are great examples of non-linear story, but not by your own definition. You have a set beginning. You have a lot of freedom in the middle in terms of what you want to tackle and the order in which you tackle it. Yet you are forced to complete certain tasks in order to reach the end of the game, which invariably takes place on the Hoover Dam.

Your argument is "if it isn't a sandbox game, then it is a linear game and therefore shouldn't even attempt to be any different" is, to be blunt, simplistic and not at all in line with reality.


The main plot may be linear, but the fact that it can be ignored is what I am talking about. If you can log in over 60 hours without doing anything plot-related, then your game is sandbox yes, but also very non-linear. Baldur's Gate cannot do that because most of the questlines are tied to the plot. Just because you can skip aspects of it doesn't mean your not following it either, you basically are, which is the point being made.

Actually, I'll agree with Jimmy here: being able to skip the plot would make it non-linear as far as core-plots go. (Though I'll point out that if you can only skip parts of fhe plot, that's a different sort of non-linearity than narrative divergence. You're just skipping forward on a linear plot thread.)

I do think you have a point, but I think you might want to consider and explain your own definitions and how they distinguish. If I were to define a 'non-linear game' as anything that allows me to approach solutions in my own order, I could be correct by definition but completely unhelpful or relevant. Halo would be non-linear. On the other side, if I say that anything with a sequential experience path is linear, than retroactively everything would be linear: again, unhelpful.

I tend towards categorical distnictions of linearity, but I'm also comfortable with general spectrums. A game can have both linear and non-linear elements, and the majority decides which it is.

You keep changing the argument too. It has nothing to do with volume of content, it has to do with mechanical implementation. You can do side-quests in Dragon Age: Origins as much as you want, but you keep getting drawn back to the main plot to move forward into the game. Elder Scrolls, despite any faults it may have, doesn't have that issue, since you can literally play it without ever touching the main questline, faction quests, or even any quests at all, really. Whether or not we call it sandbox or not is a point of debate in itself. I agree with you it is, but it is still non-linear then by design.

Again, to harp on definitions: non-linear what?

Game? Certainly. Story? I would (and have) argued so. Core plot? Being able to ignore the core plot for hours on end with an excess of side quests doesn't mean the core plot isn't linear. It may just mean the core plot isn't important, in which case we go back to what the game or story actually is.

I would also agree with you on the Witcher 2 though, despite two different parralels in act II, it is still a linear game by mechanics. The change is like the locked out content from dragon age II, which was dependent on questlines done in Origins, such as protecting harrowmont or the werewolf  and elf on the roadside. Honestly I felt like Dragon Age II did it better in some respects because I didn't feel like I was missing parts of the story at times, but thats personal preference.


One thing I enjoyed about DA2 was its approach to the finale. I know Jimmy found it painfully the same, but I thought the use of adjusting tone and approach to the same incident was a good idea. There's certainly a different experience and take-away from being the hopeless defense of frightened and desperate victims (who, especiallyOrsino, are almost uniformly treated as faultless victims to uncaring aggressors) compared to leading the Templars against the same (and seeing not only the desperate but real dangers of magic that alarm the Templars, from mind control and demons, but seeing the willingness for mercy and consideration by the same aggressors). Then there's Orisino again, who goes from almost faultless victim to revealed as a complicit party in the tensions and crimes that led up to this point.

Presentation matters, and I felt the presentation between the two scenarios was a good distinguishing factor.

I hope DAI removes the bad (the forced boss fights, the needless insanity of Meredith) but keeps the idea of tone distinction and approaching the same scenario and level from different directions. That strikes me as a more affordable way to reflect prior choices than making entirely new content, and it worked wonderfully in the two different versions of Grissom Academy in ME3.

#620
Fast Jimmy

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You keep changing the argument too. It has nothing to do with volume of content, it has to do with mechanical implementation. You can do side-quests in Dragon Age: Origins as much as you want, but you keep getting drawn back to the main plot to move forward into the game. Elder Scrolls, despite any faults it may have, doesn't have that issue, since you can literally play it without ever touching the main questline, faction quests, or even any quests at all, really. Whether or not we call it sandbox or not is a point of debate in itself. I agree with you it is, but it is still non-linear then by design.


This paragraph contradicts itself and is the crux of us running around in circles on this.

You say a game's plot isn't linear if it can be ignored. That is simply not true. It just means there is lots of side quests/content. If DA:O had hours and hours of side quest content, where you could ignore the Blight and the events happening, would that make it somehow more non-linear? If ME3 had lots of side quests, such that you could totally ignore the Reaper threat, would that somehow make it so that you didn't have to go "Earth -> Mars -> Palaveen -> Tuchanka -> Citadel -> Rannoch -> Thessia -> Cronos Station -> Earth" with no deviation?

I think non-linear is being applied incorrectly here. ME3's main plot line is a straight shot. Skyrim's main plot line is a straight shot. That one game has lots of side quests that have nothing to do with the main quest and another does not does not, somehow, make the main plot/story not a straight shot.

DA:O, TW2 and the Fallout games (with the exception of 3) are not guaranteed straight shots. You can acquire GECKs in multiple ways. You can see entirely different areas depending on if you joined Iorveth or not. You can go about collecting your allies in any order you choose. That's a main plot that is non-linear. Some more than others, to be sure, but they are all still not straight shots. The amount of content that can be done outside the straight shot doesn't, somehow, make it NOT a straight shot.

There's nothing wrong with sandbox games. I love them. And in the case of FO:NV, you get a full, deep sandbox AND multiple paths to pursue the main plot, along with divergent quests depending on the factions you choose.

So, again, I don't see how we can point to BG 1, DA:O and ME1 and call them linear. They might not be the absolute pen-ultimate non-linear games, but they are not straight lines.

#621
LinksOcarina

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Fast Jimmy wrote...

You keep changing the argument too. It has nothing to do with volume of content, it has to do with mechanical implementation. You can do side-quests in Dragon Age: Origins as much as you want, but you keep getting drawn back to the main plot to move forward into the game. Elder Scrolls, despite any faults it may have, doesn't have that issue, since you can literally play it without ever touching the main questline, faction quests, or even any quests at all, really. Whether or not we call it sandbox or not is a point of debate in itself. I agree with you it is, but it is still non-linear then by design.


This paragraph contradicts itself and is the crux of us running around in circles on this.

You say a game's plot isn't linear if it can be ignored. That is simply not true. It just means there is lots of side quests/content. If DA:O had hours and hours of side quest content, where you could ignore the Blight and the events happening, would that make it somehow more non-linear? If ME3 had lots of side quests, such that you could totally ignore the Reaper threat, would that somehow make it so that you didn't have to go "Earth -> Mars -> Palaveen -> Tuchanka -> Citadel -> Rannoch -> Thessia -> Cronos Station -> Earth" with no deviation?

I think non-linear is being applied incorrectly here. ME3's main plot line is a straight shot. Skyrim's main plot line is a straight shot. That one game has lots of side quests that have nothing to do with the main quest and another does not does not, somehow, make the main plot/story not a straight shot.

DA:O, TW2 and the Fallout games (with the exception of 3) are not guaranteed straight shots. You can acquire GECKs in multiple ways. You can see entirely different areas depending on if you joined Iorveth or not. You can go about collecting your allies in any order you choose. That's a main plot that is non-linear. Some more than others, to be sure, but they are all still not straight shots. The amount of content that can be done outside the straight shot doesn't, somehow, make it NOT a straight shot.

There's nothing wrong with sandbox games. I love them. And in the case of FO:NV, you get a full, deep sandbox AND multiple paths to pursue the main plot, along with divergent quests depending on the factions you choose.

So, again, I don't see how we can point to BG 1, DA:O and ME1 and call them linear. They might not be the absolute pen-ultimate non-linear games, but they are not straight lines.


If we are doing one to one comparisons to the linearity of the games, then everything, from the witcher to dragon age to fallout, is a straight line to the conclusion. Just because you can see different areas or experience different things out of sequential order, or due to locked content, does not make the game any more or less linear in the end since it goes to the same conclusion, since it has to hit the same beats to achieve that conclusion.

To use your example, Mass Effect did not have tons of side-missions or quests which let you ignore the storyline, and it was by design from BioWare to follow what they have been doing since 1998. The main storyline locks out content to the player in those games; you can't get off of Taris in Kotor until you follow the main plot for example. This is again the point I am emphasizing, you have linear progression you have to follow, versus progression that is optional in a game like Fallout or Elder Scrolls.

Dean did point out a problem though with the use of the phrase. I guess my bad for not defining linear or non-linear then. The thing though it is one of those troublesome phrases like "JRPG" to me, because the definition is not only undefined by a lot of people, but poorly used in any argument, including my own. What we keep talking about is branching off points that can change the storyline, but not the story itself, again going back to the narrative/plot differences. I think a better term needs to define this personally.

It is too easy to say all the plotlines in Elder Scrolls are linear progression, because they frankly are. You are right about that. Again though, the difference is the fact that you don't have to do them to enjoy the benefits of the experience.

To put it frankly, the main plotline of a game like Skyrim is inconsequential to the design of the game as a whole. It is there because it has to be there, but is barely, if at all, the focus of the game. If it was the primary focus of the game, then I would agree they are the same in this instance, but what is it that people focus on the most in the end in a game like Skyrim, versus a game like Dragon Age?

Modifié par LinksOcarina, 04 février 2014 - 06:07 .


#622
Sylvius the Mad

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Dean_the_Young wrote...

The key point of a non-linear core plot is mutually exclusive narratives.

I disagree.  The narratives don't need to be mutually exclusive, there just has to be more than one available path through them.  You can do one, or the other, or both (or possibly neither), rather than just having one option.

#623
Dean_the_Young

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Sylvius the Mad wrote...

Dean_the_Young wrote...

The key point of a non-linear core plot is mutually exclusive narratives.

I disagree.  The narratives don't need to be mutually exclusive, there just has to be more than one available path through them.  You can do one, or the other, or both (or possibly neither), rather than just having one option.

That's a fair point, though that would probably fall under the mutually exclusive narratives if the two options combined present a different narrative to either in isolation. A is mutually exclusive to B is still mutually exclusive to A + B, in other words.

I suppose it would depend on the context.

#624
Fast Jimmy

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Sorry for the definition derail, guys. I just flipped my lid when someone called BG1 ridiculously linear. It follows the same tenets of video game story telling that usually require a beginning, middle and end, with the only way to really account for something different is to have truly branching content that never comes back together, which I really can't recall any examples of. A CYOA book in video game form, where you could literally take different paths to very different locations, rarely treading the same path in the branches would need to be the only way to TRULY create a non-linear video game plot.

Heck, maybe not even then, since they could possibly considered linear branches on one story? I don't even know at this point.

#625
Dean_the_Young

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No problem. I think it was actually beneficial: it led me to put my cards on the table and try to clearly articulate my position, which has merit in and of itself.

For what it's worth, I don't think you should confuse CYOA stories with overall linearity just because individual plot threads are linear. Anything you experience is going to be sequential, but that's not what we (usually) refer to when speaking of linear design.The fact that a plot encompasses multiple potential linear threads of sequence is what makes the plot non-linear, not that it lacks any linearity at all.

To pull back from geometry: a curve is nothing but a number of short straight lines, after all. More lines offers more precision, but every number our base ten system can be approximated with 8 lines. That's what a digital clock does, after all.