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Garioshi 04/27/21 10:12:06 AM #1: |
Nothing wrong with linearity, nothing right with nonlinearity.
--- "I play with myself" - Darklit_Minuet, 2018 ... Copied to Clipboard!
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DarkChozoGhost 04/27/21 10:15:39 AM #2: |
It game be
--- My sister's dog bit a hole in my Super Mario Land cartridge. It still works though - Skye Reynolds 3DS FC: 3239-5612-0115 ... Copied to Clipboard!
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Questionmarktarius 04/27/21 10:15:53 AM #3: |
Linearity isn't inherently bad. Railroading is.
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Garioshi 04/27/21 10:17:24 AM #4: |
Questionmarktarius posted...
Linearity isn't inherently bad. Railroading is.Define railroading --- "I play with myself" - Darklit_Minuet, 2018 ... Copied to Clipboard!
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cjsdowg 04/27/21 10:20:25 AM #6: |
Nonlinearity are always my favorite since there are just so much stuff you can do it them.
--- Bender: Well, everybody, I just saved a turtle. What have you done with your lives? ... Copied to Clipboard!
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Questionmarktarius 04/27/21 10:20:56 AM #7: |
Garioshi posted...
Define railroadingForward-only. It's passable (but still annoying) in older platformers like Super Mario Bros, or, you know, racing games, but terribad in RPGs and action-adventure games. At least some of them bother with "oh no, that town blew up somehow". The lazy ones just have the guy shrug and pop up a "I can't go that way" messagebox, and the worst ones just pop up an invisible wall blocking off where you just were. ... Copied to Clipboard!
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Metal_Bug 04/27/21 10:21:35 AM #8: |
Questionmarktarius posted...
Linearity isn't inherently bad. Railroading is.Half-Life wants a word with you. ... Copied to Clipboard!
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DarkChozoGhost 04/27/21 10:23:07 AM #9: |
The topic title is only accurate if you add the word "inherently."
"Nonlinearity is not inherently a positive and linearity is not inherently a negative." A game can be very linear, and that can lead to better design. A game can be linear and that can drastically hurt the quality. A game can be made a lot better by being nonlinear. A game can be nonlinear in a way that makes it tedious without benefit. --- My sister's dog bit a hole in my Super Mario Land cartridge. It still works though - Skye Reynolds 3DS FC: 3239-5612-0115 ... Copied to Clipboard!
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Squall28 04/27/21 10:23:22 AM #10: |
Questionmarktarius posted...
Linearity isn't inherently bad. Railroading is. Railshooters are great. One of my favorite arcade genres. --- You can't go back and change the beginning, but you can start where you are and change the ending. -Misattributed to CS Lewis ... Copied to Clipboard!
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Garioshi 04/27/21 10:27:27 AM #11: |
cjsdowg posted...
Nonlinearity are always my favorite since there are just so much stuff you can do it them.On the contrary, nonlinear games can't tailor themselves to the ability set you currently have like linear games do. They may end up actually doing less because of it; everything being optional sounds great, but it means challenges can only be built around the things you're guaranteed to have, and therefore less engaging. --- "I play with myself" - Darklit_Minuet, 2018 ... Copied to Clipboard!
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Gurifisu 04/27/21 10:27:36 AM #12: |
Agreed. However I'll pass on the corridor/hallway simulators thank you very much
--- Enter the baller zone: http://error1355.com/ce/Gurifisu.html ... Copied to Clipboard!
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JuanCarlos1 04/27/21 10:28:11 AM #13: |
Agree. Like story focused games to be mostly linear. It makes FFX better imo.
--- Mas dicen, que en las dimensiones de nuestro ser... hay muchos detalles por conocer... ... Copied to Clipboard!
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foxhound101 04/27/21 10:33:40 AM #14: |
I miss the days of linearity. For some reason the gaming community has decided that if a game isn't 100% non-linear then it's not worth playing.
I always enjoyed having levels like in Goldeneye. Where there was no hub world and no exploring. Just levels for you to play. --- ... Copied to Clipboard!
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Questionmarktarius 04/27/21 10:35:57 AM #15: |
Metal_Bug posted...
Half-Life wants a word with you.Half-Life lets me replay segments at will. FF13 does not. ... Copied to Clipboard!
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Drpooplol 04/27/21 10:38:05 AM #16: |
Garioshi posted...
On the contrary, nonlinear games can't tailor themselves to the ability set you currently have like linear games do. They may end up actually doing less because of it; everything being optional sounds great, but it means challenges can only be built around the things you're guaranteed to have, and therefore less engaging.I agree with this, but you're making a lot of assumptions of what the poster is seeking in a game. Assumptions which very well could be faulty! --- "Or do you want to know more about my vagina?" *LIE* "No" ... Copied to Clipboard!
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DarkChozoGhost 04/27/21 10:44:19 AM #17: |
Garioshi posted...
On the contrary, nonlinear games can't tailor themselves to the ability set you currently have like linear games do. They may end up actually doing less because of it; everything being optional sounds great, but it means challenges can only be built around the things you're guaranteed to have, and therefore less engaging.There's a third option, where there are multiple ways to take on a challenge, and equipment from elsewhere lets you do things in a different way. And not every game has puzzles. There's scaling enemy levels, where the stronger YOU are the stronger they are, so regardless of the order you choose to do things the challenge increases. Then there's layers for different areas. Time passes in the world, and an area will be very different if you do it sooner or later. This one is hard and not common, but great when done right. Then there's an option that's usually neglected in modern game design. Let people go somewhere early. Let them get stuck if they don't have equipment to progress, and when that happens they have to turn back. --- My sister's dog bit a hole in my Super Mario Land cartridge. It still works though - Skye Reynolds 3DS FC: 3239-5612-0115 ... Copied to Clipboard!
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ElatedVenusaur 04/27/21 10:51:52 AM #18: |
Both of them pose different challenges for developers, and the quality of the experience depends on how well-crafted the game and its challenges are, yes. In both cases, maintaining a sensible difficulty curve is essential.
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CruelBuffalo 04/27/21 10:54:23 AM #19: |
JuanCarlos1 posted...
Agree. Like story focused games to be mostly linear. It makes FFX better imo. Agreed ... Copied to Clipboard!
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kirbymuncher 04/27/21 11:01:10 AM #20: |
DarkChozoGhost posted...
There's scaling enemy levels, where the stronger YOU are the stronger they are, so regardless of the order you choose to do things the challenge increases. this is probably one of my least favourite things in games, that sort of game scaling with you concept. It makes it feel like there is no value in improving your character / items / etc because the game scales up alongside you and you don't feel like you're getting any stronger. Or even that getting "stronger" is a net negative in how strong you feel ingame --- THIS IS WHAT I HATE A BOUT EVREY WEBSITE!! THERES SO MUCH PEOPLE READING AND POSTING STUIPED STUFF ... Copied to Clipboard!
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DeadBankerDream 04/27/21 11:03:36 AM #21: |
FFX linearity = good
FFXIII linearity = insanely bad --- "That thick shaft that causes women to shudder!" ... Copied to Clipboard!
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teep_ 04/27/21 11:04:55 AM #22: |
Linearity is definitely better for fitting curves, though
--- currently watching: Jujutsu Kaisen (Dub) ~ 86 EIGHTY-SIX (Sub) ~ JoJo's Bizarre Adventure (Dub) ... Copied to Clipboard!
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BakonBitz 04/27/21 11:12:42 AM #23: |
It depends on the genre or type of game, yeah. If a game known for being explorative in nature suddenly railroads you to the point that even the area/level design heavily affects that, then yeah, that's a problem. (Skyward Sword)
Like, Twilight Princess is linear too but it doesn't feel that restrictive with how Hyrule is designed. --- Game collection: http://www.backloggery.com/bakonbitz Gaming channel: https://www.youtube.com/channel/UCwVQm69J7bGScbv3_50C0dA ... Copied to Clipboard!
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Questionmarktarius 04/27/21 11:15:08 AM #24: |
BakonBitz posted...
Like, Twilight Princess is linear too but it doesn't feel that restrictive with how Hyrule is designed.Twilight Princess is a game wherein railroady area-denial schemes lead to game-ending save/quit traps all over the place. Woe be unto the fool who loads a save on the wrong side of the bridge. ... Copied to Clipboard!
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BakonBitz 04/27/21 11:21:56 AM #25: |
Questionmarktarius posted...
Twilight Princess is a game wherein railroady area-denial schemes lead to game-ending save/quit traps all over the place.Yeah, that was a problem. I think all those glitches might have been fixed for the HD release on Wii U? If only it wasn't stuck on Wii U. >_> Skyward Sword also had an awful bug like that, to the point Nintendo had to release a patch channel for it in case it happened. --- Game collection: http://www.backloggery.com/bakonbitz Gaming channel: https://www.youtube.com/channel/UCwVQm69J7bGScbv3_50C0dA ... Copied to Clipboard!
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Garioshi 04/29/21 12:11:02 AM #26: |
bump
--- "I play with myself" - Darklit_Minuet, 2018 ... Copied to Clipboard!
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MabusIncarnate 04/29/21 12:11:29 AM #27: |
Shutting the fuck up is non-binary
--- Above us lay the burdens, Below us lay the truths. We're somewhere in the middle, and we're all discontent too. Slayer_22 picked waifu - https://ibb.co/WD8p1Kz ... Copied to Clipboard!
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Robot2600 04/29/21 12:14:51 AM #28: |
zelda games suck
you know this to be true ... Copied to Clipboard!
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Garioshi 04/29/21 12:15:58 AM #29: |
Robot2600 posted...
zelda games suckPhantom Hourglass sucks Ocarina of Time and A Link Between Worlds are some of the best games ever made --- "I play with myself" - Darklit_Minuet, 2018 ... Copied to Clipboard!
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pegusus123456 04/29/21 12:16:13 AM #30: |
Garioshi posted...
Define railroadingRailroading is when you notice the linearity. --- https://imgur.com/Er6TT https://imgur.com/Er6TT https://imgur.com/Er6TT So? I deeded to some gay porn. It doesn't mean anything. - Patty_Fleur ... Copied to Clipboard!
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Garioshi 04/29/21 12:18:50 AM #31: |
pegusus123456 posted...
Railroading is when you notice the linearity.Better definition: Railroading is when the game appears to be nonlinear but contrives itself into being linear. "Sealed by the Great Lord's power" in Dark Souls or the ridiculous barriers in Pokemon Sun/Moon are railroading --- "I play with myself" - Darklit_Minuet, 2018 ... Copied to Clipboard!
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Xavier_On_High 04/29/21 12:19:17 AM #32: |
BakonBitz posted...
Skyward Sword also had an awful bug like that, to the point Nintendo had to release a patch channel for it in case it happened. Same with Metroid: Other M, though no one cared enough about that pos for it to get a patch channel. --- ... Copied to Clipboard!
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Gurifisu 04/29/21 12:21:32 AM #33: |
Garioshi posted...
Better definition: Railroading is when the game appears to be nonlinear but contrives itself into being linear. "Sealed by the Great Lord's power" in Dark Souls or the ridiculous barriers in Pokemon Sun/Moon are railroadingOr its like they described previously ala FFXIII: one long hallway ![]() ![]() --- Enter the baller zone: http://error1355.com/ce/Gurifisu.html ... Copied to Clipboard!
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Blackstar110 04/29/21 12:27:05 AM #34: |
Older I get the more I realize I prefer a more linear experience. The omg so open 400 hours of content crap is played out and the only one of those I have genuinely really enjoyed is Breath of the Wild, which I think was because there was so much fun to be had just dicking around with the game mechanics and engine. I always get hyped to buy these huge games and then just feel so directionless or uninspired that my interest wanes.
Now I dont mind some choice in where to go and when, but you can marry the two with a little railroading. I know thats used as a naughty word for game design, but I dont mind when a game says you can explore areas A, B, and C in whatever order, but you cant get to area D until you do at least two of A, B, and C or some such. Dark Souls 1 was really good at that where you had a lot of the world to play with but couldnt get to Sens until you hit certain thresholds. The great lords power seals were a little on the nose but Sens/Anor Londo was a good linear limitation on an overall more open design. All that being said, Ive started to get over this feeling that I should want a huge open game with hundreds of hours by default. The vast majority of my favorite games ever are less than ~40 hours, some as little as 10. Theyre just tighter experiences. --- -Shred ... Copied to Clipboard!
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RedJackson 04/29/21 12:34:00 AM #35: |
kirbymuncher posted...
this is probably one of my least favourite things in games, that sort of game scaling with you concept. It makes it feel like there is no value in improving your character / items / etc because the game scales up alongside you and you don't feel like you're getting any stronger. Or even that getting "stronger" is a net negative in how strong you feel ingame I just think of it as the game deciding it wanted to get better as I got better and thus the enemies simply exist in a better form as before Especially if its an open world thing, in a linear game I guess I can enjoy an area being made being redundant or just null existence --- ... Copied to Clipboard!
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Frolex 04/29/21 12:49:00 AM #36: |
i prefer linear games that manage to accomplish the illusion of non-linearity. in other words games like deus ex where there a number of solutions and pathways available to you to suit any given playstyle, but they are all utlitmately choices that have been planned for and presented to you intentionally by the developer.
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