Nonlinear gameplay
A video game with nonlinear gameplay presents players with challenges that can be completed in a number of different sequences. Each player may take on (or even encounter) only some of the challenges possible, and the same challenges may be played in a different order. Conversely, a video game with linear gameplay will confront a player with a fixed sequence of challenges: every player faces every challenge and has to overcome them in the same order.
A nonlinear game will allow greater player freedom than a linear game. For example, a nonlinear game may permit multiple sequences to finish the game, a choice between paths to victory, different types of victory, or optional side-
A game that is significantly nonlinear is sometimes described as being open-ended or a sandbox, and is characterized by allowing players to measure progress through self-determined goals, independent of scripted game elements.[1][2][3]
Level design
A game level or world can be linear, nonlinear or interactive. In a linear game, there is only one path that the player must take through the level, but in games with nonlinear gameplay, 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 nonlinear level can give the freedom to explore or backtrack, there can be a sequence of challenges that a player must solve to complete the level. If a player must confront the challenges in a fixed order nonlinear games will often give multiple approaches to achieve said objectives.
A more linear game requires a player to finish levels in a fixed sequence to win. The ability to skip, repeat, or choose between levels makes this type of game less linear. Super Mario Bros. is an early example of this, where the player had access to warp zones that skipped many levels of the game.
In some games, levels can change between linear design and free roaming depending on the objective of the stage. Super Mario 64 is an example where the main stages are free roam, while the levels where Bowser is encountered follow a straight path to the end.
Open worlds and sandbox modes
When a game is sufficiently large and open-ended, it may be described as an open world or as a sandbox game.[4] Open-world game designs have existed in some form since the 1980s, such as the space trading game Elite, and often make use of procedurally generated environments.
In a game with a sandbox
Branching storylines
Games that employ linear stories are those where the player cannot change the story line or ending of the story. Many video games use a linear structure, thus making them more similar to other fiction. However, it is common for such games to use
More recently, some games have begun offering
Linear stories cost less time and money to develop, since there is only one fixed sequence of events and no major decisions to keep track of.
A truly nonlinear story would be written entirely by the actions of the player, and thus remains a difficult design challenge.
Visual novels
Branching storylines are a common trend in
It is not uncommon for visual novels to have morality systems. A well-known example is the 2005 title
It is also not uncommon for visual novels to have multiple protagonists giving different perspectives on the story. C's Ware's
Another approach to non-linear storytelling can be seen in Cosmology of Kyoto. The game lacks an overall plot, but it instead presents fragmented narratives and situations in a non-linear manner, as the player character encounters various non-player characters while wandering the city. These narratives are cross-referenced to an encyclopedia, providing background information as the narratives progress and as the player comes across various characters and locations, with various stories, situations and related information appearing at distinct locations.[19] It provides enough freedom to allow for the player to experiment with the game, such as using it as a resource for their own role-playing game campaign, for example.[20]
Role-playing games
Branching storylines are also often used in
A second example is
Another RPG example is
Another unique take on the concept is combining non-linear branching storytelling with the concepts of time travel and
Early examples
Early examples (pre-1983) of nonlinear gameplay include:
- Colossal Cave Adventure (1976)[33]
- Zork (1977/1980)[34]
- MUD1 (1978)[35]
- Akalabeth (1979)[36]
- Star Raiders (1979)[37]
- Superman (1979)[38]
- Temple of Apshai (1979)[39]
- Computer Bismarck (1980)[40]
- Flight Simulator (1979/1980)[41]
- Mystery House (1980)[42]
- The Prisoner (1980)[43]
- Rogue (1980)[44]
- 005 (1981)[46]
- Bosconian (1981)[47]
- Castle Wolfenstein (1981)[48]
- Crush, Crumble and Chomp! (1981)[49]
- Ultima (1981)[50]
- Star Warrior (1981)[51]
- Venture (1981)[38]
- E.T. the Extra-Terrestrial (1982)[38]
- Haunted House (1982)[38]
- The Hobbit (1982)[52]
- Pitfall! (1982)[53]
- Raiders of the Lost Ark (1982)[38]
- Snipes (1982)[54]
- Time Pilot (1982)[55][56]
- Ultima II (1982)[50]
See also
References
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- ^ Moss, Richard (March 25, 2017). "Roam free: A history of open-world gaming". Ars Technica. Retrieved October 6, 2017.
Amazingly, open-world games can be traced back to the days of mainframes—namely, to the 1976 text-only game Colossal Cave Adventure for the PDP-10. Adventure at its core wasn't much different to the GTAs, Elites, and Minecrafts of today: you could explore, freely, in any direction, and your only goals were to find treasure (which is scattered throughout the cave) and to escape with your life.
- ^ Morganti, Emily (April 19, 2013). "Mystery House". Adventure Gamers. Retrieved October 15, 2017.
Zork was another inspiration—both brothers had played it, and liked how it presented a non-linear world to explore.
- ^ Kelly, Kevin; Rheingold, Howard (March 1, 1993). "The Dragon Ate My Homework". Wired. Retrieved October 15, 2017.
MUD is very much like the classic game Zork, as well as any of the hundreds of text-based adventure video games that have flourished on personal computers . . . Your job is to explore the room and its objects and discover treasures hidden in the labyrinth of other rooms connected to it. You'll probably need to find a small collection of treasures and clues along the way to win the mother-lode booty, a search that may involve breaking a spell, becoming a wizard, slaying a dragon, or escaping from a dungeon.
- ^ Burke, Ron (May 5, 2015). "How The Witcher 3 changes open worlds forever". GamingTrend. Retrieved October 15, 2017.
Open-world games are not exactly new. Akalabeth: World of Doom (precursor to the Ultima series) was arguably first...
- ^ Retro Gamer Team (February 17, 2014). "Top Ten Atari 8-Bit Games". Retro Gamer. Retrieved October 14, 2017.
The granddaddy of the Elite-style 'space opera', it was also the world's first free-roaming first-person perspective game.
- ^ ISBN 978-0-292-79150-3.
- ^ Derboo, Sam (December 17, 2010). "Dunjonquest". Hardcore Gaming 101. Retrieved October 15, 2017.
Temple of Apshai uses an open-ended structure, the quest merely being to plunder the temple and get filthy rich. So all the levels are accessible from the very beginning, although a fresh, uncheated character is likely to get slaughtered fast in the higher levels.
- ^ Suchar, Joseph T. (July 1980). "Capsule Reviews". The Space Gamer (29). Steve Jackson Games: 29–30.
This is a superb game. It has so many strategic options for both sides that it is unlikely to be optimized.
- Gamasutra. Retrieved 2009-12-27.
- ^ Van Es, Martijn (October 5, 2005). "Mystery House". Adventure Gamers. Retrieved October 14, 2017.
- ^ Liddel, Bob (September 1981). "The Prisoner". BYTE. pp. 386–387. Retrieved 19 October 2013.
When you awaken, the game begins in room #6, which contains a time-consuming invisible maze that is never the same twice . . . [S]cenarios are contained within twenty 'buildings', each of which may be entered at any time.
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Wichman likewise observed players inventing strategies for survival. Bats, for example, moved in a zigzag pattern meant to imitate their wild fluttering. Crafty players realized they could defeat bats easily by luring them into tight corridors. With no room to weave around, bats were helpless to dodge arrows. 'We didn't design the game or bat with that strategy in mind. It's just that bats flutter as bats do. People playing it came up with that strategy for beating them.' . . . 'All videogames, in the mind of my grumpy, curmudgeonly self, were: To win this game, just go up, up, left, right', Toy said. '[Games were] just a series of moves with timing in between them. Execute them in the right order and you win. Permadeath was an attempt to make that go away.'
- Gamasutra. Retrieved 2008-07-25.
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You first face cops in the "maze" segment, where you must hightail your keister into a building. Usually, you start out pretty close to an available edifice, so these mazey bits are really more of a hub where you pick either the "forklift" or "ice skate" building to tackle first.
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In many ways, the Hitman series draws a direct lineage to Silas Warner's original Castle Wolfenstein games, released in 1981. Both provide labyrinthine spaces, tasking the player to survive through a mixture of impersonation and intelligent planning. It's a strong foundation that led to a memorable game series.
- ^ Derboo, Sam (December 17, 2010). "Dunjonquest". Hardcore Gaming 101. Retrieved October 15, 2017.
There are five different goals to select from, like killing as much civilians as possible or destroying the whole city . . . When [the monster] finally succumbs to its hunters or starves, you'll be shown your final score, which once again represents the actual "goal" of the game - scoring better than your friends.
- ^ a b Moss, Richard (March 25, 2017). "Roam free: A history of open-world gaming". Ars Technica. Retrieved October 6, 2017.
On home computers, the influential role-playing series Ultima similarly captured the freedom, if not the liveliness, of Dungeons & Dragons. Even the first entry (1981) had no levels or "gates" to curb your wanderings through villages, towns, dungeons, and empty countryside in search of a time machine that would allow you to travel back in time a thousand years to kill an evil wizard.
- ^ Derboo, Sam (December 17, 2010). "Dunjonquest". Hardcore Gaming 101. Retrieved October 15, 2017.
The player can take part in this war in one of two possible tasks. The target in scenario 1 is it to cause as much wanton destruction as possible while proceeding to the far north. This is meant as a maneuver to distract from the actual target in Scenario 2, the military commander in control of the occupation. At the beginning of each scenario comes the choice between three combat suits, which differ in attack strength, shield power, special options and the like.
- ^ Sharwood, simon (November 18, 2012). "Author of '80s classic The Hobbit didn't know game was a hit". Eurogamer. Retrieved 2017-10-14.
'I wrote the game to be very general and to not restrict people from doing things'", Megler recalls. "'Everything was an object. If you killed a dwarf you could use it as a weapon – it was no different to other large heavy objects. That was something you could not do with other games of the time, they had fixed possibilities.'
- ^ Parish, Jeremy (April 19, 2016). "Metroidvania Chronicles #005: Pitfall". YouTube. Retrieved October 15, 2017.
Pitfall! became the first action game that demanded its fans sit down and map out routes, breaking down the complex arrangement of what initially appears to be a simple linear path.
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The founders of networking giant Novell designed this free-roaming shoot-em-up that inadvertently presaged the arcade classic Gauntlet...
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