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  • Is Linearity In Games A Bad Thing?

     
    As a lifelong gamer, I’ve had the privilege of experiencing the world of video games from the Atari all the way up to the current generation of consoles. I’ve played games from simple pixels that bleep and bloop all the way to games like Arkham City, which is essentially a long movie.  The line between virtual and reality has now been blurred to a degree that I never thought would be possible.
     
    As a person, I’ve always been the type to intentionally lose myself in whatever I’m doing; whether it’s work, a movie, a TV show, or music. I’m not the type of person that can simply watch a movie; I must allow myself to become completely sucked into it. I must allow myself to feel as if I am a part of the movie. The same goes for music; I can never just listen to a song; I must be allowed pick it apart, listen to the different layers, and appreciate every tiny little thing that a song has to offer.
     
    Games work the same way for me. I love getting sucked into a narrative and actually feeling like I’m the protagonist of a video game. The stronger the story, the better the experience. I don’t like feeling detached from a character, which could explain why online competitive multiplayer is not really my cup of tea.
     
    The SNES was a golden era of video game storytelling. Games such as Chrono Trigger and Final Fantasy IV told fantastic tales and offer experiences that are still considered phenomenal to this day. These games were so incredibly powerful because of the story. Story is what made these games the future classics they now are. Story is what brought these characters to life. Story is what turns a game from a simple electronic plaything into a work of art with emotion.
     
    So why are there so many people who complain about a game being too linear?
     
    Linearity, after all, is a necessary component of storytelling. A good story follows the three act structure: a beginning, a middle, and an end. Star Wars (the original trilogy) had a beginning, middle, and an end. The Lord of the Rings had a beginning, a middle, and an end. Back to the Future…well, you get the point. Without a structure, all you have is a jumble of information for no other purpose than to have this jumble of information.

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    • http://twitter.com/decyphersmc Scott McLean

      To the Pulp Fiction point.. Battlefield and CoD have used flashbacks and playing as different characters and returning to previous scenes as devices for their storytelling.

      The issue with the linearity for me (which is never really a big deal, the Battlefield single player was just really short and pretty meh) was when you’re (this won’t spoil anything) escaping and going among some rubble and have to go through a burnt out bus. As soon as you get part way through the bus you get slammed with an RPG. I had to repeat this scene a few times from dying shortly after and there is no avoiding this RPG. There is no taking the guy out before, and I’m not sure there even is a guy to take out. I think the hit opened up a space to get out of at the end of it, but really it didn’t do much for me and having to repeat and not avoid it became pretty annoying.

      It’s all about the journey and not the destination right?