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A more linear game will require a player to finish every single level in a fixed sequence in order to win. The ability to skip, repeat, or choose between levels will make a game less linear. | A more linear game will require a player to finish every single level in a fixed sequence in order to win. The ability to skip, repeat, or choose between levels will make a game less linear. | ||
=== Sandbox === | |||
Whilst most previous generation and current generation games feature a non-linear level structure this does not imply that they are of the sandbox genre. Sandbox has a prominent free-will focus. Most games have the illusion of free-will that are constricted to player statistics and/or the storie's plot. The player knows he can do, to a degree, anything he likes but is oblieged to follow the plot. Games like the grand theft auto series give the mentality that they can do as they like, with many players completely ignoring the plot, this can be described as true sandbox game. | |||
==References== | ==References== |
Revision as of 04:10, 29 April 2008
Linearity describes the sequence of challenges required to finish a video or computer game. A more linear game will confront a player with a fixed sequence of challenges, while a less linear game will allow greater player freedom. For example, a non-linear game may permit multiple sequences to finish the game, a choice between paths to victory, or optional side-quests and subplots. A game typically features both linear and non-linear elements.
A game that is noticeably non-linear will sometimes be described as open-ended, or as a sandbox. Non-linear games are sometimes described as providing emergent gameplay.
Description
Story and plot
A more linear game will feature a fixed plot in a single sequence. Most games feature a linear storyline.
In a truly non-linear game, there often is no story. A truly non-linear story will be written entirely by the actions of the player, and is thus a difficult design challenge. As such, non-linear stories usually preserve the overall story arc while allowing multiple solutions to a specific challenge, or a choice between multiple challenges.
Level design
A game level or world can be linear or non-linear as well. In a game with linear levels, there is only one route that the player must take through the level. In games with non-linear levels, players might have to revisit locations or choose from multiple paths to finish the level.
As with other game elements, linear level design is not absolute. While a non-linear level may offer players the freedom to explore or backtrack, there still may be a fixed sequence of challenges that a player must solve in order to complete the level. Even if a player must confront the challenges in a fixed sequence, they may be given the freedom to seek and identify these challenges without having them presented one after the other.
A more linear game will require a player to finish every single level in a fixed sequence in order to win. The ability to skip, repeat, or choose between levels will make a game less linear.
Sandbox
Whilst most previous generation and current generation games feature a non-linear level structure this does not imply that they are of the sandbox genre. Sandbox has a prominent free-will focus. Most games have the illusion of free-will that are constricted to player statistics and/or the storie's plot. The player knows he can do, to a degree, anything he likes but is oblieged to follow the plot. Games like the grand theft auto series give the mentality that they can do as they like, with many players completely ignoring the plot, this can be described as true sandbox game.
References
- Wired.Com - Assassin's Creed And The Future Of Sandbox Games; Wired.Com - "Why Assassin's Creed Fails"; AOL News "Steal a glimpse inside 'Grand Theft Auto IV'"
- ^ Bill Money Interview About Deus Ex
- ^ Gamasutra - "Stories from the sandbox"