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	<title>Comments for Scripted Sequence</title>
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	<link>http://www.scriptedsequence.com</link>
	<description>Writing about Games - Dancing about Books</description>
	<lastBuildDate>Tue, 18 Jun 2013 07:27:40 +0000</lastBuildDate>
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		<title>Comment on Linear is Not a Dirty Word by Vosse</title>
		<link>http://www.scriptedsequence.com/2013/01/16/linear-is-not-a-dirty-word/#comment-1178</link>
		<dc:creator>Vosse</dc:creator>
		<pubDate>Tue, 18 Jun 2013 07:27:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.scriptedsequence.com/?p=908#comment-1178</guid>
		<description><![CDATA[And YET backtracking was something that people complained and bitched about for years as a bad thing in practically any game that had it. Now they give you nothing but new areas to explore and people have a problem with it.

And it&#039;s not like you ever had any kind of true freedom at all, they didn&#039;t have the tech back then with games like Resident evil to truly give a ton of attention to characterization and story scenes. One only need reference Resident Evil&#039;s infamously hilarious voice acting, animation and character models as a pure example.


I really dont&#039; see the problem with linearity at all. The game still gives you the freedom usually to CHOOSE how you handle the situation and how you play the game. Look at Metal gear Solid, It&#039;s always been linear but there has been an INCREDIBLE amount of freedom in the gameplay itself and how you choose to approach it while still being entirely linear and cinematic.


And almost all console games have been linear since, forever.

Most games have always been Go from point A to Point B. But like I said there has and usually still is the freedom how you choose to approach the gameplay itself.

This can be in how you choose to battle in an RPG, what area&#039;s to explore in a side scroller, which stage to choose next in a mario game(Which isn&#039;t true freedom because it all goes to the same conclusion and makes 0 difference when you beat the game)

FFXIII for example is no different just like FFX. Yet you don&#039;t see people looking back on FFX and condemning it for it&#039;s linearity. (Even when it&#039;s just as if not more linear than XIII. The difference being minigames really. And that&#039;s about it)

Because there is tremendous freedom in how you choose to play the game and the situations it presents you along it&#039;s predetermined path.

Final Fantasy has always been almost exclusively linear giving the player the illusion of freedom which was taken away in games like FFX or FFXIII. The few that are actually non-linear are hated by many (X-2, XII for example).


And like the article says, in order to have good storytelling you have to give up something. Open World and non-linear games are very rarely good at storytelling let alone satisfying plot pacing with something to drive you forward other than &quot;oh hey you can go and do this next story part...if you feel like it.&quot; (There are many exceptions though, such as Shenmue, or FFX-2 and many more)

I personally really don&#039;t like Open world games a lot. I find them boring, drab and often are incredibly unsatisfying when it comes to narrative. Even worse games that are heavy on decisions with blank slate characters or multiple endings can be just as annoying. Decisions completely interrupt the flow of conversation and give it an incredibly awkward cadence that is just awful. Multiple endings often leaving too much open, unsaid or unanswered. Or wondering which is the ACTUAL ending, which leads to much frustration.]]></description>
		<content:encoded><![CDATA[<p>And YET backtracking was something that people complained and bitched about for years as a bad thing in practically any game that had it. Now they give you nothing but new areas to explore and people have a problem with it.</p>
<p>And it&#8217;s not like you ever had any kind of true freedom at all, they didn&#8217;t have the tech back then with games like Resident evil to truly give a ton of attention to characterization and story scenes. One only need reference Resident Evil&#8217;s infamously hilarious voice acting, animation and character models as a pure example.</p>
<p>I really dont&#8217; see the problem with linearity at all. The game still gives you the freedom usually to CHOOSE how you handle the situation and how you play the game. Look at Metal gear Solid, It&#8217;s always been linear but there has been an INCREDIBLE amount of freedom in the gameplay itself and how you choose to approach it while still being entirely linear and cinematic.</p>
<p>And almost all console games have been linear since, forever.</p>
<p>Most games have always been Go from point A to Point B. But like I said there has and usually still is the freedom how you choose to approach the gameplay itself.</p>
<p>This can be in how you choose to battle in an RPG, what area&#8217;s to explore in a side scroller, which stage to choose next in a mario game(Which isn&#8217;t true freedom because it all goes to the same conclusion and makes 0 difference when you beat the game)</p>
<p>FFXIII for example is no different just like FFX. Yet you don&#8217;t see people looking back on FFX and condemning it for it&#8217;s linearity. (Even when it&#8217;s just as if not more linear than XIII. The difference being minigames really. And that&#8217;s about it)</p>
<p>Because there is tremendous freedom in how you choose to play the game and the situations it presents you along it&#8217;s predetermined path.</p>
<p>Final Fantasy has always been almost exclusively linear giving the player the illusion of freedom which was taken away in games like FFX or FFXIII. The few that are actually non-linear are hated by many (X-2, XII for example).</p>
<p>And like the article says, in order to have good storytelling you have to give up something. Open World and non-linear games are very rarely good at storytelling let alone satisfying plot pacing with something to drive you forward other than &#8220;oh hey you can go and do this next story part&#8230;if you feel like it.&#8221; (There are many exceptions though, such as Shenmue, or FFX-2 and many more)</p>
<p>I personally really don&#8217;t like Open world games a lot. I find them boring, drab and often are incredibly unsatisfying when it comes to narrative. Even worse games that are heavy on decisions with blank slate characters or multiple endings can be just as annoying. Decisions completely interrupt the flow of conversation and give it an incredibly awkward cadence that is just awful. Multiple endings often leaving too much open, unsaid or unanswered. Or wondering which is the ACTUAL ending, which leads to much frustration.</p>
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		<title>Comment on Digitiser: Video Game Journalism’s Finest Hour by Jane At Jane Dot Com</title>
		<link>http://www.scriptedsequence.com/2012/04/23/digitiser-videogames-journalisms-finest-hour/#comment-1166</link>
		<dc:creator>Jane At Jane Dot Com</dc:creator>
		<pubDate>Sat, 08 Jun 2013 10:34:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.scriptedsequence.com/?p=246#comment-1166</guid>
		<description><![CDATA[Hello Ladies and Goats

Did anyone ever see www.bubblegun.com??

That was Paul&#039;s business in much the same style.]]></description>
		<content:encoded><![CDATA[<p>Hello Ladies and Goats</p>
<p>Did anyone ever see <a href="http://www.bubblegun.com??" rel="nofollow">http://www.bubblegun.com??</a></p>
<p>That was Paul&#8217;s business in much the same style.</p>
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		<title>Comment on Becoming What You Fear the Most: The Vicious Cycle Within League of Legends by Paul</title>
		<link>http://www.scriptedsequence.com/2013/04/21/becoming-what-you-fear-the-most-the-vicious-cycle-within-league-of-legends/#comment-1124</link>
		<dc:creator>Paul</dc:creator>
		<pubDate>Mon, 29 Apr 2013 17:17:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.scriptedsequence.com/?p=1063#comment-1124</guid>
		<description><![CDATA[Some excellent questions and a fair point - I didn&#039;t address what it is about the game that causes the uglier parts of human nature to become so prominent. You may be aware that Riot has a team of behavioural psychologists headed by Jeffrey &#039;Lyte&#039; Lin who spend their working lives trying to answer that question, and they&#039;ve recently put forward the &#039;Honor&#039; initiative in an effort to improve things, although that&#039;s only one step in what will probably be a hike up a very tall mountain.

The problem is that I think one of the most compelling aspects about League of Legends is that your actions *do* matter. You&#039;re right that if you die twelve times in TF2 no-one really cares, but that devalues the act of dying. It&#039;s less important not only to other players, but to you as well. The fact that in LoL, death really does matter, means that it&#039;s something to be avoided at all costs. When you do avoid it, and inflict it on your enemies, I&#039;d argue the feeling of reward is greater than in something like TF2. The cost of that increase in reward, is that the perils of failure are much greater. However, those perils should only extend as far as game effects, and not the emotional terror we have now (oh my god I can&#039;t die - my team will abuse me).

It might not necessarily be the competitive scene that Riot&#039;s trying to foster that&#039;s the problem, since player behaviour is monstrously bad whether you&#039;re playing a ranked game or Normal. Heck, I&#039;ve even seen people start abusing one another horribly in Co-Op Vs A.I. games. The problem with the competitive scene is that a great many of the top teams consist of players who consistently demonstrate poor behaviour in game. You can go and watch &#039;pro&#039; streams and you&#039;ll see them shouting abuse, typing derogatory comments in to the chat and so on. The message to players looking to climb the ladder is that you can behave however you want and that&#039;s tragic. If LoL &#039;pros&#039; actually showed professionalism and sportsmanship then it might go some way to improving attitudes.

SC2 also had a healthy competitive scene. I played a lot of that online when Wings of Liberty first came out (and Voidrays were overpowered) and while there was the occasional bit of abuse it was nowhere near the level of consistency and vitriol of League of Legends, so your friend is right on the money. There&#039;s a fundamental difference there.

I think in order to answer your questions fairly, and with the detail they deserve, another article is required, so watch this space.

Also, thanks for reading!]]></description>
		<content:encoded><![CDATA[<p>Some excellent questions and a fair point &#8211; I didn&#8217;t address what it is about the game that causes the uglier parts of human nature to become so prominent. You may be aware that Riot has a team of behavioural psychologists headed by Jeffrey &#8216;Lyte&#8217; Lin who spend their working lives trying to answer that question, and they&#8217;ve recently put forward the &#8216;Honor&#8217; initiative in an effort to improve things, although that&#8217;s only one step in what will probably be a hike up a very tall mountain.</p>
<p>The problem is that I think one of the most compelling aspects about League of Legends is that your actions *do* matter. You&#8217;re right that if you die twelve times in TF2 no-one really cares, but that devalues the act of dying. It&#8217;s less important not only to other players, but to you as well. The fact that in LoL, death really does matter, means that it&#8217;s something to be avoided at all costs. When you do avoid it, and inflict it on your enemies, I&#8217;d argue the feeling of reward is greater than in something like TF2. The cost of that increase in reward, is that the perils of failure are much greater. However, those perils should only extend as far as game effects, and not the emotional terror we have now (oh my god I can&#8217;t die &#8211; my team will abuse me).</p>
<p>It might not necessarily be the competitive scene that Riot&#8217;s trying to foster that&#8217;s the problem, since player behaviour is monstrously bad whether you&#8217;re playing a ranked game or Normal. Heck, I&#8217;ve even seen people start abusing one another horribly in Co-Op Vs A.I. games. The problem with the competitive scene is that a great many of the top teams consist of players who consistently demonstrate poor behaviour in game. You can go and watch &#8216;pro&#8217; streams and you&#8217;ll see them shouting abuse, typing derogatory comments in to the chat and so on. The message to players looking to climb the ladder is that you can behave however you want and that&#8217;s tragic. If LoL &#8216;pros&#8217; actually showed professionalism and sportsmanship then it might go some way to improving attitudes.</p>
<p>SC2 also had a healthy competitive scene. I played a lot of that online when Wings of Liberty first came out (and Voidrays were overpowered) and while there was the occasional bit of abuse it was nowhere near the level of consistency and vitriol of League of Legends, so your friend is right on the money. There&#8217;s a fundamental difference there.</p>
<p>I think in order to answer your questions fairly, and with the detail they deserve, another article is required, so watch this space.</p>
<p>Also, thanks for reading!</p>
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		<title>Comment on Becoming What You Fear the Most: The Vicious Cycle Within League of Legends by cjm</title>
		<link>http://www.scriptedsequence.com/2013/04/21/becoming-what-you-fear-the-most-the-vicious-cycle-within-league-of-legends/#comment-1123</link>
		<dc:creator>cjm</dc:creator>
		<pubDate>Mon, 29 Apr 2013 10:39:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.scriptedsequence.com/?p=1063#comment-1123</guid>
		<description><![CDATA[I enjoy reading this site, but I admit I am bummed out that you didn&#039;t talk about what you think can be done about the community and what factors contribute to its existence.

I feel like it has to be a combination of Riot&#039;s obsession with making games a sport and with the win-base reward system of League. As Riot works to make people care about pro matches, they also add to the attitude of &quot;this game really matters&quot; that has consumed every rager. As people do poorly in each individual game, they make it more difficult for their own team to win, not merely because of the opportunity cost of a wasted player slot, but also because each death gives gold to the enemy. And losing isn&#039;t acceptable because you don&#039;t get as many points for it and the almighty W:L ratio goes down. Contrast this to games like TF2 and CS where no one gives a damn about whether you keep dying because there aren&#039;t any points had for winning and your death doesn&#039;t give the enemy a significant advantage towards winning.

But on the other hand, it&#039;s not just a matter of competition because it seems there are highly competitive yet friendly communities. A friend of mine, and avid SC2 player, that I introduced to League said it has the worst community he&#039;s ever seen -- unbearably bad in comparison to Starcraft. Apparently, it&#039;s customary to, and almost rude not to, say &quot;glhf&quot; at the start of each game. He told me that when he played his first League game, he said that and someone on the other team immediately responded with something to the effect of &quot;fuck you go to hell&quot;. Which would be hilarious in it&#039;s ridiculousness if it weren&#039;t symptomatic of such a greater problem with the community.

To whoever has the time or willpower, I&#039;d like to hear some thoughts on the cause of this community and what can be done about it. Because not all games are this bad, and League is uniquely bad in my experience. (Note: I&#039;ve never played console shooters, but apparently they get quite the reputation as well.)]]></description>
		<content:encoded><![CDATA[<p>I enjoy reading this site, but I admit I am bummed out that you didn&#8217;t talk about what you think can be done about the community and what factors contribute to its existence.</p>
<p>I feel like it has to be a combination of Riot&#8217;s obsession with making games a sport and with the win-base reward system of League. As Riot works to make people care about pro matches, they also add to the attitude of &#8220;this game really matters&#8221; that has consumed every rager. As people do poorly in each individual game, they make it more difficult for their own team to win, not merely because of the opportunity cost of a wasted player slot, but also because each death gives gold to the enemy. And losing isn&#8217;t acceptable because you don&#8217;t get as many points for it and the almighty W:L ratio goes down. Contrast this to games like TF2 and CS where no one gives a damn about whether you keep dying because there aren&#8217;t any points had for winning and your death doesn&#8217;t give the enemy a significant advantage towards winning.</p>
<p>But on the other hand, it&#8217;s not just a matter of competition because it seems there are highly competitive yet friendly communities. A friend of mine, and avid SC2 player, that I introduced to League said it has the worst community he&#8217;s ever seen &#8212; unbearably bad in comparison to Starcraft. Apparently, it&#8217;s customary to, and almost rude not to, say &#8220;glhf&#8221; at the start of each game. He told me that when he played his first League game, he said that and someone on the other team immediately responded with something to the effect of &#8220;fuck you go to hell&#8221;. Which would be hilarious in it&#8217;s ridiculousness if it weren&#8217;t symptomatic of such a greater problem with the community.</p>
<p>To whoever has the time or willpower, I&#8217;d like to hear some thoughts on the cause of this community and what can be done about it. Because not all games are this bad, and League is uniquely bad in my experience. (Note: I&#8217;ve never played console shooters, but apparently they get quite the reputation as well.)</p>
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		<title>Comment on I Have Played: BioShock Infinite by Jake</title>
		<link>http://www.scriptedsequence.com/2013/04/08/i-have-played-biosshock-infinite/#comment-1084</link>
		<dc:creator>Jake</dc:creator>
		<pubDate>Mon, 08 Apr 2013 22:44:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.scriptedsequence.com/?p=1022#comment-1084</guid>
		<description><![CDATA[I agree with you. Especially about it being like a play (at least the parts where you&#039;re exploring, or where the narrative takes over). Do you think that those deaths that are impactful would be more so if you hadn&#039;t spent the rest of the game killing waves of anonymous men?]]></description>
		<content:encoded><![CDATA[<p>I agree with you. Especially about it being like a play (at least the parts where you&#8217;re exploring, or where the narrative takes over). Do you think that those deaths that are impactful would be more so if you hadn&#8217;t spent the rest of the game killing waves of anonymous men?</p>
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		<title>Comment on I Have Played: BioShock Infinite by Max Power</title>
		<link>http://www.scriptedsequence.com/2013/04/08/i-have-played-biosshock-infinite/#comment-1083</link>
		<dc:creator>Max Power</dc:creator>
		<pubDate>Mon, 08 Apr 2013 21:40:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.scriptedsequence.com/?p=1022#comment-1083</guid>
		<description><![CDATA[First I don&#039;t agree that Colombia fails as a setting or star of the game. (Or at least I felt you implied so to some degree) I do though totally agree that it&#039;s not lifelike or living. It&#039;s a set, but the most well crafted and most beautiful set I have ever played through/seen.  I have heard the game being compared, to not a film, but a play. This is very much issue of personal preference, but I had no problem with the linearity, with how guided I felt through the game. In particular I liked the parts of the game that really toke advantage of the set like nature and the first person perspective the most. The beginning, The Museum,  all the elevators, and of course the ending.  I think there&#039;s something very artistically and poetic in the games approach to level design. And I would much rather this, than much more open but less well realized and detailed areas.

 Kieron Gillen at RPS had some very interesting things to say about this as well:

http://www.rockpapershotgun.com/2013/04/06/about-a-girl-assorted-thoughts-on-bioshock-infinite/ 

But about the violence The parts of the game that actually takes notice to your violence, and make it impact full. (You mentioned the death of Comstock and Fitzroy, I would also mention the first kill, and the first kills after Liz is with you) Worked great for me, and helped define the characters and the themes of the game. I will though agree that the game had a lot of unnecessary violence as well.]]></description>
		<content:encoded><![CDATA[<p>First I don&#8217;t agree that Colombia fails as a setting or star of the game. (Or at least I felt you implied so to some degree) I do though totally agree that it&#8217;s not lifelike or living. It&#8217;s a set, but the most well crafted and most beautiful set I have ever played through/seen.  I have heard the game being compared, to not a film, but a play. This is very much issue of personal preference, but I had no problem with the linearity, with how guided I felt through the game. In particular I liked the parts of the game that really toke advantage of the set like nature and the first person perspective the most. The beginning, The Museum,  all the elevators, and of course the ending.  I think there&#8217;s something very artistically and poetic in the games approach to level design. And I would much rather this, than much more open but less well realized and detailed areas.</p>
<p> Kieron Gillen at RPS had some very interesting things to say about this as well:</p>
<p><a href="http://www.rockpapershotgun.com/2013/04/06/about-a-girl-assorted-thoughts-on-bioshock-infinite/" rel="nofollow">http://www.rockpapershotgun.com/2013/04/06/about-a-girl-assorted-thoughts-on-bioshock-infinite/</a> </p>
<p>But about the violence The parts of the game that actually takes notice to your violence, and make it impact full. (You mentioned the death of Comstock and Fitzroy, I would also mention the first kill, and the first kills after Liz is with you) Worked great for me, and helped define the characters and the themes of the game. I will though agree that the game had a lot of unnecessary violence as well.</p>
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		<title>Comment on I Have Played: BioShock Infinite by Paul C (@aniki21)</title>
		<link>http://www.scriptedsequence.com/2013/04/08/i-have-played-biosshock-infinite/#comment-1081</link>
		<dc:creator>Paul C (@aniki21)</dc:creator>
		<pubDate>Mon, 08 Apr 2013 14:55:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.scriptedsequence.com/?p=1022#comment-1081</guid>
		<description><![CDATA[&quot;In other words, the core gameplay is entirely separate to the narrative.&quot;

This seems to be a common problem with games nowadays; they don&#039;t seem to have figured out, on the whole, how to tell a story with gameplay serving it. The gameplay&#039;s almost there as an apology - &quot;we&#039;re sorry you&#039;ve had to listen to all that plot stuff, here have some fun shooting things for a bit&quot;.

I only really started noticing that disconnect with Uncharted 3 - Nathan Drake&#039;s easygoing, wisecracking everyman in cutscenes is a far cry from the gun-toting sociopath the player controls - but once you&#039;ve seen that dichotomy in one game, it&#039;s everywhere you look.]]></description>
		<content:encoded><![CDATA[<p>&#8220;In other words, the core gameplay is entirely separate to the narrative.&#8221;</p>
<p>This seems to be a common problem with games nowadays; they don&#8217;t seem to have figured out, on the whole, how to tell a story with gameplay serving it. The gameplay&#8217;s almost there as an apology &#8211; &#8220;we&#8217;re sorry you&#8217;ve had to listen to all that plot stuff, here have some fun shooting things for a bit&#8221;.</p>
<p>I only really started noticing that disconnect with Uncharted 3 &#8211; Nathan Drake&#8217;s easygoing, wisecracking everyman in cutscenes is a far cry from the gun-toting sociopath the player controls &#8211; but once you&#8217;ve seen that dichotomy in one game, it&#8217;s everywhere you look.</p>
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		<title>Comment on I Have Played: BioShock Infinite by Zuhayr</title>
		<link>http://www.scriptedsequence.com/2013/04/08/i-have-played-biosshock-infinite/#comment-1080</link>
		<dc:creator>Zuhayr</dc:creator>
		<pubDate>Mon, 08 Apr 2013 13:35:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.scriptedsequence.com/?p=1022#comment-1080</guid>
		<description><![CDATA[While I absolutely agree with your assessment of the weak combat, a lot of the vigorous murder seems as though it is in place to characterise Booker - he is a very vicious and violent bloke. Elizabeth even reacts to the more spectacularly gory kills with gasps and horror.

This may also partially explain the scripted sequences. Booker isn&#039;t a player agent - he&#039;s a vehicle for the combat, and the decisions you&#039;re offered are mostly just to serve to highlight the parallel-reality constants-and-variables nature of the setting.

This is all just an uneducated opinion, of course.]]></description>
		<content:encoded><![CDATA[<p>While I absolutely agree with your assessment of the weak combat, a lot of the vigorous murder seems as though it is in place to characterise Booker &#8211; he is a very vicious and violent bloke. Elizabeth even reacts to the more spectacularly gory kills with gasps and horror.</p>
<p>This may also partially explain the scripted sequences. Booker isn&#8217;t a player agent &#8211; he&#8217;s a vehicle for the combat, and the decisions you&#8217;re offered are mostly just to serve to highlight the parallel-reality constants-and-variables nature of the setting.</p>
<p>This is all just an uneducated opinion, of course.</p>
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		<title>Comment on Another World: The Art and Games of Eric Chahi by John</title>
		<link>http://www.scriptedsequence.com/2013/01/30/another-world-the-art-and-games-of-eric-chahi/#comment-1036</link>
		<dc:creator>John</dc:creator>
		<pubDate>Thu, 31 Jan 2013 10:39:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.scriptedsequence.com/?p=990#comment-1036</guid>
		<description><![CDATA[Another world was fucking awesome - and what a story! I&#039;ve got it on my tablet :)]]></description>
		<content:encoded><![CDATA[<p>Another world was fucking awesome &#8211; and what a story! I&#8217;ve got it on my tablet <img src='http://www.scriptedsequence.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on Linear is Not a Dirty Word by Awebb</title>
		<link>http://www.scriptedsequence.com/2013/01/16/linear-is-not-a-dirty-word/#comment-1027</link>
		<dc:creator>Awebb</dc:creator>
		<pubDate>Tue, 22 Jan 2013 18:32:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.scriptedsequence.com/?p=908#comment-1027</guid>
		<description><![CDATA[In the past, games needed a lot of backtracking, because the space on disks was limited, so locations had to be re-used, while the game was still somewhat linear. Modern games do not seem to suffer from this lack of space, so a lot of new games do not have any backtracking. You run from one location to the next, kill everything in your way and rarely have to learn more about the &quot;map&quot;.

Picking up key items is irrelevant, as you progress through those games without being able to a) miss the items and b) go back to get items you might have missed. Compare an older Resident Evil (Code Veronica) with RE5 or RE6. The old game showed you many rooms and left you to decide, in which order things had to be done, before progressing to the next area. The new games usually have a room full of enemies and a cut scene, followed by another room of enemies and a cut scene.

Since the common sense is now to think, that backtracking is a no-go, the entire Action-Adventure genre has turned into a very linear Action genre. I always enjoyed linear shooters, but I want something with more depth from time to time. However, I don&#039;t always have the time (or will) to play a quest-driven open-world game, because the majority of open-world games is largely repetitive in terms of game play and design.

This is, what people try to say, when they oppose linearity. Most people just lack patience or even writing skills to express, what they really mean. I also don&#039;t think that most gamers really care. As sales numbers might tell, the modern linear games sell to a broader audience, than the classic complex games. It&#039;s just sad, that an entire class of great games had to extinct.]]></description>
		<content:encoded><![CDATA[<p>In the past, games needed a lot of backtracking, because the space on disks was limited, so locations had to be re-used, while the game was still somewhat linear. Modern games do not seem to suffer from this lack of space, so a lot of new games do not have any backtracking. You run from one location to the next, kill everything in your way and rarely have to learn more about the &#8220;map&#8221;.</p>
<p>Picking up key items is irrelevant, as you progress through those games without being able to a) miss the items and b) go back to get items you might have missed. Compare an older Resident Evil (Code Veronica) with RE5 or RE6. The old game showed you many rooms and left you to decide, in which order things had to be done, before progressing to the next area. The new games usually have a room full of enemies and a cut scene, followed by another room of enemies and a cut scene.</p>
<p>Since the common sense is now to think, that backtracking is a no-go, the entire Action-Adventure genre has turned into a very linear Action genre. I always enjoyed linear shooters, but I want something with more depth from time to time. However, I don&#8217;t always have the time (or will) to play a quest-driven open-world game, because the majority of open-world games is largely repetitive in terms of game play and design.</p>
<p>This is, what people try to say, when they oppose linearity. Most people just lack patience or even writing skills to express, what they really mean. I also don&#8217;t think that most gamers really care. As sales numbers might tell, the modern linear games sell to a broader audience, than the classic complex games. It&#8217;s just sad, that an entire class of great games had to extinct.</p>
]]></content:encoded>
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