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The Evil L Word: A Look at Linearity in Gaming

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Saturday, March 13, 2010

Editor's Note: Richard flexes his creative muscles here and tackles the topic of linear games from the perspective of a Roman Senator. I'm glad that this inventive piece found a home at Bitmob, and I'm interested to read what he comes up with next. - Jay


My fellow gamers, as the moon turns and the long foretold coming of the Thirteenth of the Fantasies Final draws nigh, one word has been spat like a curse across the realm. It is spoken of as the black death upon gaming's soul, festering away at all the good and leaving not but an untouchable rotted corpse. Like the word “witch,” the mere accusation spreads like wildfire and becomes truth amongst our community. And lo doth any hapless victim receive this title for they shall forever be burned within the flames and hatred of their once most faithful of supporters. Yet, I stand here today, in the Grand Hall of the Internet and surrounded by this most fickle of counsels, to defend this greatest of sins: Linearity.

At the birth of our kingdom, we were but a simple people, content to bounce our square balls and gather food from ghost-riddled caves. Yet, with time came complexity and with complexity, the birth of legends. Who here can forget the tales of the great Fixer-of-Pipes and his battles with the Reptile King? What child does not know of the adventures of the Blue Rodent and his Twin-Tailed companion? Do not forget my fellows, that even in that golden time, linearity was there. For both the Fixer-of-Pipes and the Blue Rodent could not move but right; forever right to victory. Lo! I hear you cry, “but what of the Hero of Hyrule and the Masked Hunter of Men?” Indeed, their legends can be told in many different ways. Yet, even their epics must be told in a certain order, lest they have not obtained the items with which to conquer their trials.

 

It was only after the stories of Crime Lords of Liberty City that linearity turned into a poison. The people cried out for more open stories -- more tales to be told in a thousand different ways. And so it came to pass that our myths became as unto an open desert, devoid of life and full of not but sand. Yet, even as we hungered for more and more of this “freedom,” the oft cursed linearity continued on in the stories from the Islands of the East. These tales drew all who would listen into the stories. We truly became the Time Traveling Youth and the Lost Soldier with his Giant Sword. And for a while, linearity had a haven and was loved again.

But this, too, changed with time as all things do. Our people adopted the tellings of the east, combined it with our open stories and a new style was born. No longer were we forced to become as the character in the stories. Nay, we forced the characters in the stories to become as of us. We chose their hair and skin, even their very anatomy. They acted as we wished and the story was forced to change around our actions. And with the Twelfth of the Fantasies Final, even the scribes in the fabled lands of the rising sun began to emulate our styles. Truly there was no place left for linearity... or so we liked to believe.

Even today, as this very counsel condemns linearity, they shout the praises of the most direct of legends. The adventures of Nathan Drake and the tales of the Hair-Witch are applauded, yet simply ignored is the fact of their undeviating paths. As many follow the call into imaginary wars across the world and to the very stars, they too ignore the welcoming embrace of linearity as it directs their beloved legends. “Tis not the same!” Some shall cry. Mayhap that may even be true.

Perhaps it is not linearity in and of itself that causes such scorn among us. Perhaps if it is disguised well enough we feel it can simply be ignored as opposed to hated. I charge you all now to rethink your position on our loyal yet reviled friend. You hate unjustly. You loathe only to mollify the feelings of your peers. Linearity needs not be in every great legend nor need it be shunned from them all. It is neither good nor evil but rather like unto a knife. It can be used to butter one's bread or slit one's throat. It is all in how it is wielded.

 
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Comments (11)
Default_picture
March 08, 2010

Love this post! I had planned on writing about linearity awhile back as well, but I'm glad someone covered it before the release of FF13. I always found it amusing how certain journalists decried linearity in JRPGs, yet they found it completely acceptable in games like Gears of War and Uncharted. And of course thousands of people jump on the bandwagon when someone relatively famous says something.

Me_and_luke
March 08, 2010

This article is brilliant, Richard, and I agree with it all.

Pshades-s
March 08, 2010

Chris Kohler raised this point on Active Time Babble and I'm forced to wonder if he's right: would this be as big an issue to gamers if Final Fantasy 13 hadn't included that straight-line mini-map?

New_hair_029
March 08, 2010

I've never had a problem with linearity as long as the story and locations are interesting. Lately because I don't have alot of free time I prefere linear games because there's a better chance that I will be able to finish it.

Jayhenningsen
March 08, 2010

Richard - I really enjoyed the different approach you took with this post. This was creative and fun to read.

Redeye
March 08, 2010

Verily......or something.


Fun article. Often times people get things they don't like confused with things no one should like. Linear games are fine. I personally liked final fantasy X loads. So i'll have no problem with 13 as long as it isn't too bastardly hard.

as for 12...not sure. Just picked it up used for the heck of it but the horrors I saw when my friend Justin played it made me scream in terror. The difficult bosses, the constant status effects. I'm going to try it but....it looks like it just might be too hard for me. Part of that difficulty is it being so open that you can just wander into a place you aren't actually strong enough to handle, i'm sure.

Default_picture
March 09, 2010

This article started out very dry and serious.  I believed in and was passionate about what I was saying, but was getting bored just writing about it.  Then my muse came forth and suggest we use a little creativity.  I'm glad you enjoyed the result.

Jason_wilson
March 09, 2010

It's popular to bash linearity in role-playing games in the press -- without even considering how many of their beloved action and shooter games reek of linearity. Nothing's wrong with a linear story as long as it's a good story. 

Mikeminotti-biopic
March 13, 2010

I was reading some reviews from 2005, back when linearity first became a buzz word, and I was getting really frustrated by the way it was being thrown around. Critics were calling the original Phoenx Wright too linear. Wrap your head around that one. As if Phoenix Wright would have somehow benefited from branching story lines. What's wrong with one, really well told story (ala FFXIII).

There was a time when every game was criticized for not having some sort player input on the story. I almost always refer a game that tells one really good story instead of some choose-your-own-adventure, "be good or evil" malarkey.


I'll Take Uncharted 2 over GTA IV any day. Good post. Couldn't agree more.

Andrewlynes
March 13, 2010

Good points. I don't know if I enjoyed the writing style, because I feel it inhibited rather than enhanced understanding, but that's just my opinion. I don't mean to criticize too harshly.


That said, the last paragraph was excellent.

Lance_darnell
March 14, 2010

I really enjoyed this, especially the Roman spin on it. But, I have to be anal and say that you need to change the word "kingdom" to "republic" or even "empire".  Although, I do you why you used it.

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