Crysis 2: Linear and Loving It! - Sessler's Soapbox

Posted: March 22, 2011
Crysis 2: Linear and Loving It! - Sessler's Soapbox
Adam explains how linearity can still allow for a lot of freedom within gameplay, and can often help create a better game.

Comments are Closed

  • haterhater

    I agres with CustosintusSilentium's comment. Games like grand theft auto are very much linear in that the player is always directed to do things in a very specific manner. The same can be said for fallout, the only freedom comes from aimlessly wandering the open space the game provides you, and interacting with whats presented before you is limited.

    Posted: March 22, 2011 6:50 PM
  • zimmy91

    Metal gear is really linear, yet it has its moments.

    Posted: March 22, 2011 5:53 PM
  • beloved9042

    Bravo. Bravo, Sir Sessler..

    Posted: March 22, 2011 5:45 PM
  • BobitoZ

    I agree with Lawrence123 about Fallout 3. It's a near perfect balance of linear storytelling and open world game play.

    What I don't like is, 1 level > 1 solution. Duse Ex seems promising, giving multiple solution possibilities to the same level. I'd really like to see more of that. Something I'm hoping Portal 2 will have to a greater extent than in the first one.

    Posted: March 22, 2011 5:42 PM
  • Onikinou

    too many ads

    Posted: March 22, 2011 5:40 PM
  • CustosIntusSilentium

    One aspect I find funny many people don't seem to notice is that there is no such thing as "non-linear." With all due respect, no mater how you examine the argument, all things boil down to a pattern of linearity- whether that pattern allow the coupling of A-B-C as well as A-C-B is irrelevant given that each option is ultimately scripted. Keep in mind this pertains to things such as plot and story design.

    Aside from all that, even game worlds are still created with a sorted linearity many fail to note. Even in the cases of sandbox games, the objectives and all things which can be experiences are still subject to the linear reality similar to - go down this tunnel, kill these bad guys, take the golden corn dog - the only differentiating factor is that the player has the "choice" as to when they engage these events separated by rhetoric given that all possible events are available from the start - if not - guess what...certain linearity.

    Good show, Sess!

    Posted: March 22, 2011 5:24 PM
  • VonSpartan

    Crysis looks great but I still can't justify making a 60 dollar purchase on a game that I can beat in one day. Yes there might be multiplayer but I'd rather pay 7 dollars: rent it for a week, beat the campaign a couple time through, and test out the multiplayer.

    Posted: March 22, 2011 5:19 PM
  • Lawrence123

    I find this topic very personal to me because I used to hate sandbox games because I felt as tho that lacked focus. My first open world game besides The Legend of Zelda on nes was GTA3 and I hated every minute of it. There was no focus no sense of direction, it was more like you are in the world now go do what ever you want. I just felt overwhelmed and at a loss as to my objective in the game so all I remember doing was jacking cars and shooting cops witch got boring fast. Whereas at the time with Linear games you had a sense of danger of enemies trying to kill you or the narrative directing you to your next goal and level progression not in the term of character leveling but world levels like world 1 or world 2 and so on . Gaming today is so much more then that, its not so much as is the game to Linear or to open world . I think its how to bring those two together in a way that feels more organic , and the perfect game to do that was Fallout 3 . You had a linear story that follow in order and the game told you where to go, but it was also put in a world that was open to you to explore at you leisure witch you also could find sub-stories that where just as engaging as the main plat if not more so. So basically what I'm trying to say is make games like Fallout 3 and I'll be happy.

    Posted: March 22, 2011 5:08 PM
  • User123123

    There is not enouph power or creativity to create interesting open world yet

    Posted: March 22, 2011 4:26 PM
  • 52Fatal_Strikes

    I saw that trophy unlock in the background :D Yeah, ill be getting this tonight and i cant freaking wait! Oh and good talk adam.

    Posted: March 22, 2011 3:56 PM
  • rGrayMiller

    Ian Bogost: "As you experience more & more of the world as s system, then you realize there aren't really good answers. Ever."

    You guys caught up on what games Adam likes and dislikes or searching for absolutes in his (or anyone else's) opinions are doing a pretty good job of missing the point.

    Linearity can be done poorly, and it can be done well, and it can be done anywhere in between. The same could probably be said of pretty much every other gamemaking device. What you should really be concerned with is the "WHY". None of those devices, however, should be used or understood as a pejorative or prejudicial term from the start.

    Posted: March 22, 2011 3:38 PM
  • playsbydesign

    I sometimes think when people complain about a game being too linear, they really don't know what exactly bothers them about it.

    In the case of linear design there are good and bad ways to do it.

    Dues Ex is a prime example of a linear game opened up by giving the player choice. Not only does it offer up the basic choices of being stealthy or killing everyone, it also offers the player the ability to interact with the objects in the world itself. In Dues Ex you still move from A to B, but what matters is the player is given the tools to connect himself to the game in how he solves puzzles or approaches a situation.

    On the other hand we have Homefront. Homefront single player takes the players hand and never lets go. It becomes the overbearing mother, never trusting her child to do anything correctly or think for themselves. It prevents the player from really adding anything to the experience to where the player is just watching what is happening with no way to effect the world around them. Unless mommy gives permission, anyway. Homefront removes all choices from the player in seeming fear that the player will ruin everything if given a chance.

    So a linear game isn't the problem. It's a game that disconnects itself from the player with constant hand holding. A game that restricts choices that directly effect gameplay and the gameplay experience. A game that sits you down to watch the action rather than making you a part of it in any way it can.

    Though in fairness, there will always be players with unreasonable expectations for what the game should be, or what they demand to be able to do within it. In that case, unfortunately, you can't make everyone happy.

    Posted: March 22, 2011 3:32 PM
  • liarsthieves

    I like turtles

    Posted: March 22, 2011 3:18 PM
  • macross2012

    Gave up on this game a while ago. Its a Tech Demo your paying 60.00 for. The single player is short and really not even eye candy. Seen it a few times now.. So over this game

    Posted: March 22, 2011 3:15 PM
  • Aerindel_Prime

    Sessler once again changes his stance. Make up your mind man!

    Posted: March 22, 2011 3:03 PM
  • EricBowman

    Traveling through a linear environment is okay as long as it's fun to do so. If it's not fun, then the game's not fun. (Final Fantasy XIII)

    Posted: March 22, 2011 2:49 PM
  • crocodilius

    FF13 was negatively "linear".

    Posted: March 22, 2011 2:44 PM
  • Funk_Doc

    Anybody else have FPS fatigue?

    Posted: March 22, 2011 2:38 PM
  • AngelsandDemons

    @Liquid Swords...Sess either changed his mind or changed his focus. Bulletsorm week was good for its innovation. Ignoring that point, Crysis 2 week is good for linearality. Don't take his stance so seriously. Sess isn't a god. He's human and imperfect like everyone else.

    Posted: March 22, 2011 2:30 PM
  • Yobekcir

    Best Soapbox this year. Welcome back Mr.Sessler.

    Posted: March 22, 2011 2:24 PM