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Linear Versus Open World


Ta-metru_defender

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Essays, Not Rants! 170: Linear Versus Open World

 

E3 was this week, which means most major video game companies were showing off the upcoming games they have lined up. There's a lot to be excited for: Star Wars Battlefront looks great, Dishonored 2 is getting Emily Kaldwin as a protagonist, Kingdom Hearts 3 is finally in development. But me being me, Uncharted 4: A Thief’s End and the glorious gameplay demo they showed off is what I cared about most.

 

The game looks great, showing again why Naughty Dog is one of the best in the industry. Telling too is the discussion surrounding the game The Uncharted games, like the more recent The Last of Us, is incredibly narrative focused. More so than role-playing games — traditionally the story based game — Naughty Dog's recent slew of action adventure games have been all about the story. Furthermore, the games are very linear. Where Final Fantasy VII had side quests, Uncharted keeps going in one direction. You're basically playing through a movie.

 

It's a direction that Neil Druckmann, A Thief's End's creative director, deeply believes in, even if that’s not where many other major studios are going. There’s a tendency towards the open world, where games put players in a massive world for them to explore. Bungie left Halo, a very linear shooter, to make Destiny, something that looks a lot more like an RPG with hints of an open-world. Ubisoft’s flagship Assassin’s Creed series lets players roam the ancient world, finding their own fun and pursuing optional objectives. The player doesn’t have to have Ezio continue pursing the Borgias, instead they can recruit more assassins or collect money to improve equipment. Unlike Uncharted, they aren’t forced along a single, linear path.

 

This is arguably one of the great potentiality of games. Players can do whatever they want and craft their own narrative out of a sandbox. Rather than being shepherded along a preset path, players can strike out and find their adventures. Games, after all, let the consumer have a lot more interaction with the story than a movie or book. Letting players explore takes full advantage of the medium.

 

But it doesn’t always work narratively. Pacing is incredibly important when telling a story. The audience can’t get bored halfway through or even distracted from the central core. I think this is where open world games come up short. I enjoy the Assassin’s Creed games for what they are: relatively mindless adventure games with some great conspiracy theory set dressings. But more often than not I get waylaid by exploring or doing side-missions and going after treasure. It remains fun enough, but they don’t exactly bring me in closer to the main character’s arc. I couldn’t care less about what Ezio was up to in Turkey, it was more fun to explore Constantinople.

 

Naughty Dog is instead opting to bring players into a narrative and let them experience it first hand. Games can let you live as someone else and experience things you usually don’t. What Uncharted and The Last of Us do so well is let players live a different life. The Last of Us had me feel like a father, Uncharted 2 let me be an action hero. More than that, though, these are characters we care about. By keeping the narrative and the action zeroed in, the players isn’t allowed to be distracted by side quests. Rather, the character and story remain front and center and with them a genuine emotional experience.

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I've never found the assassins creed games to be terribly good with environmental storytelling. Everything it does is either for game play or plot. there's very little interesting going on in the world outside of exploiting the terrible AI and running literally everywhere. And the side missions are just more plot. 

 

And then we have Metroid. And a big appeal of that series is that a lot of it's games pretty much only do environmental storytelling. The driving plot is generally "shoot everything that moves" but there tends to be a lot of lore and story stuff just lying around for you to find. Probably one of the reasons I like it so much.

 

But I think how well something like that works depends on the world the game is in. Bastion (I truly love this game) has a pretty linear plot and world design. It rewards exploration to a point, but you can only go so far off the beaten path. I don't think a pure environmental approach would work in that sort of world, and the plot doesn't feel fragmented  due to long pauses to just sit there and cut grass for money or whatever. But it's also got a ton of environmental elements to make the world feel the way it does and tell you more about the world if you care enough to pay attention. 

 

I think you get a good game when the storytelling method fits the world you're in. (Along with a bunch of other things).

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