An Inabiltiy to Walk Straight
Published Friday 5 Mar 2010 1:05am |Tags: JRPG, Final Fantasy, Fallout 3, Sandbox, Linearity

Linearity has been a big part of games ever since the medium began. It's guided us by the hand through many, many, many titles. Whether you were chasing the right-hand side of your television in Sonic the Hedgehog, being led by the cinematic genius of Hideo Kojima in Metal Gear Solid or scrolling through text in Final Fantasy VIII - the idea of a well designed game taking you through its world put your mind at ease. But now that sandbox games have become more popular than farting, people seem to have forgotten about the benefits that linear stories bring, and subsequently see it as a bad thing.
There's no shortage of games that offer ‘freedom' as there main selling point. Beginning with Grand Theft Auto III, a landslide of games from different genres have tumbled into the sandbox bandwagon, even when it hasn't been necessary. Far Cry 2, Assassin's Creed, Infamous, Wolfenstein (the new one), Brutal Legend, Prototype, Mercenaries, Fable, Saints Row; these are all games that drop you into a world and tell you to have ‘a customised and uniquely fun experience'. There's definitely fun to be had in this kind of gameplay, roaming free and faffing about. The problem however, is that they simply can't compete with the story and pacing of a linear game. I don't want to be driving around from one end of the world to another just to get to my next story point, even if I do get to run people over; people who look suspiciously similar. It all gets really boring really fast. So it makes me wonder why developers try to have a cohesive story on top of it. The player can be outside man-handling windows for hours (see Infamous) only to watch a one minute cutscene and continue man-handling. Admittedly, this is a thing of choice. The player could head straight into the story elements, but that would defeat the purpose of a sandbox game. Tighter stories that want to carry considerable depth should take the linear approach.
My gripe isn't with the sandbox genre though; it's more with the arrogance that people have about them - reviewers in particular. Every so often I'll read a review that will list the game's linearity as one of the negatives. And this happened with Uncharted: Drake's Fortune. Was that not one of Drake's strengths? The ability to play through a tightly woven action game/movie that comprised some interesting personalities and situations. In response, I've decided that such people deserve to have their tongue put through a sowing machine. Final Fantasy XIII was recently accused of the same thing. The game's director, Motomu Toriyama, had to explain why the first half of it was so restrictive, because some were saying ‘it's too linear for an RPG'. I don't believe he needs to explain himself. User-created experiences are expected because if your game has them, it's considered new and innovative. But if it doesn't, people shun the game for being too retro. Non-linearity should be a design choice, not something that's tacked because the developers want to play it safe. Giving the player an open-world is not always the best way to go about things, and in Final Fantasy's case, it certainly isn't. Its going for a character focused narrative, and it can't do that in a map with a 500km radius and super mutants running around getting stuck in the scenery.
So...please, the next time you find yourself playing a game with a never ending corridor, just remember that it beats doing an escort mission.
COMMENTS (20)
I love linearity purely because it gives you the "immersive" gameplay. I honestly cannot stand to play an RPG where I do not feel like I'm "part" of the game.
I look to Dragon Age Origins. Sure it had a world map and you could travel around but the main story was horribly linear...but it worked! I really felt like part of the story which made the gaming experience really special to me. People seem to frown upon this though and get all angsty when you force them down one track in a game.
To me sandbox games are a bit of a waste of time...I'll play them and I'll get bored, very fast. I will however be getting Just Cause 2, purely for the fact that its a sandbox game trying to be a goddamn sandbox game...not some fancy RPG.
A few spelling mistakes, but I can overlook it because you raise a really good point.
I love linearity purely because it gives you the "immersive" gameplay. I honestly cannot stand to play an RPG where I do not feel like I'm "part" of the game.
I look to Dragon Age Origins. Sure it had a world map and you could travel around but the main story was horribly linear...but it worked! I really felt like part of the story which made the gaming experience really special to me. People seem to frown upon this though and get all angsty when you force them down one track in a game.
To me sandbox games are a bit of a waste of time...I'll play them and I'll get bored, very fast. I will however be getting Just Cause 2, purely for the fact that its a sandbox game trying to be a goddamn sandbox game...not some fancy RPG.
I agree. If a developer has made a game they expect to take 40-60+ hours (generally RPG's) the best way to draw me in is usually by making a good portion of the first half in a linear style. It lets you get to know the characters and the general game world, before getting free reign on doing side-quests... and level grinding if thats your thing.
I tend to agree, I like the idea of a sandbox game but I find I spent nearly zero time roaming and exploring I'm just interested in the story.
Having said that I would consider Borderlands a sandbox game and I can't get enough of that.
I've heard that point quite a lot about Uncharted 2 but, as you stated in the blog about the original, it was the games greatest strength.
Love the blog man! Make some more?
Absolutely loving the blog buddy! I've got to say, it really annoys me when people state that linearity is a bad thing of 'professional' reviews. Sometimes I don't want to spend half of my game time wondering what the heck I have to do.
I've heard that point quite a lot about Uncharted 2 but, as you stated in the blog about the original, it was the games greatest strength.
Love the blog man! Make some more?
Have a few ideas in mind. But I like to write about things that aren't well explored. So don't know when the next one will be up.
I have to agree, as much as i do like sandbox games i do sometimes get sick of them especially if there isnt a fast-travel option, and the story seems to push you round too much.
To me GTA4 was probably one of the recent games that made me see how sandbox games can fail.
I think as long as linear games have a great story and have the ability to backtrack if required (missed treasure anyone?) then its all win.
A linear game is quite a relief and a joy to play in so many ways after playing sandbox after sandbox
sometimes you just want to know you're going in the right direction and not wasting 40 minutes looking for a taxi.
noob if thats you lol
i agree too.
sometimes you just want to know you're going in the right direction and not wasting 40 minutes looking for a taxi.
f**k taxis. And GTA IV thought people might actually like sitting in a taxi for the whole trip without skipping the journey? No way, I skipped every time.
Why not, what could be more entertaining than that?
I like some sandbox games.
GTA4 was fun for me, but i did get extremely bored when i had to trek across the entire map to kill a guy (and then sometimes failing and having to trek all the way back again), it just gets so damn repeditive, and it will get annoying eventually.
I love open-world rpgs (in fact I often find it quite hard to go back to more linear style ones) but I definitely don't want to see the term "open world" next to my racing games - I know, they're rare, but they still happen i.e Burnout Paradise, that godawful Test Drive game, etc etc.
A bit of sandbox implemented well can add some scope to an adventure, but yeah, done poorly it just becomes tiresome, such as the GTA examples mentioned.
Just a side note: The FF series is best series of games ever. IMO




















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