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	<title>Comments on: Annoyingly Linear</title>
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		<title>By: Also Annoyingly Linear at Kill Ten Rats</title>
		<link>http://www.killtenrats.com/2008/03/02/annoyingly-linear/comment-page-1/#comment-26974</link>
		<dc:creator>Also Annoyingly Linear at Kill Ten Rats</dc:creator>
		<pubDate>Tue, 15 Jul 2008 02:41:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/2008/03/02/annoyingly-linear/#comment-26974</guid>
		<description>[...] problem with annoyingly linear is not that it is linear, but that it is annoyingly so. Done well: Portal, a puzzle game where the [...]</description>
		<content:encoded><![CDATA[<p>[...] problem with annoyingly linear is not that it is linear, but that it is annoyingly so. Done well: Portal, a puzzle game where the [...]</p>
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		<title>By: heartless_</title>
		<link>http://www.killtenrats.com/2008/03/02/annoyingly-linear/comment-page-1/#comment-25986</link>
		<dc:creator>heartless_</dc:creator>
		<pubDate>Tue, 11 Mar 2008 19:47:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/2008/03/02/annoyingly-linear/#comment-25986</guid>
		<description>That should be Elder Scrolls, not just Oblivion :P</description>
		<content:encoded><![CDATA[<p>That should be Elder Scrolls, not just Oblivion :P</p>
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		<title>By: heartless_</title>
		<link>http://www.killtenrats.com/2008/03/02/annoyingly-linear/comment-page-1/#comment-25985</link>
		<dc:creator>heartless_</dc:creator>
		<pubDate>Tue, 11 Mar 2008 19:46:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/2008/03/02/annoyingly-linear/#comment-25985</guid>
		<description>The developers talked about this a while ago, and if you play EP2 you get into a lot larger areas.  Part of the problem is the fact that computers and game developers just can&#039;t handle massively open areas  where infinite amounts of things can occur.  It gets even worse when the developer wants you to follow a story.

The Oblivion games try to do it, but that is one of their biggest weaknesses.  Players just get lost and ten hours into the game they&#039;ve realized they&#039;ve done nothing productive in regards to the main story and quit.</description>
		<content:encoded><![CDATA[<p>The developers talked about this a while ago, and if you play EP2 you get into a lot larger areas.  Part of the problem is the fact that computers and game developers just can&#8217;t handle massively open areas  where infinite amounts of things can occur.  It gets even worse when the developer wants you to follow a story.</p>
<p>The Oblivion games try to do it, but that is one of their biggest weaknesses.  Players just get lost and ten hours into the game they&#8217;ve realized they&#8217;ve done nothing productive in regards to the main story and quit.</p>
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		<title>By: Anonymouser</title>
		<link>http://www.killtenrats.com/2008/03/02/annoyingly-linear/comment-page-1/#comment-25956</link>
		<dc:creator>Anonymouser</dc:creator>
		<pubDate>Fri, 07 Mar 2008 13:08:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/2008/03/02/annoyingly-linear/#comment-25956</guid>
		<description>HL2 crashes for me, repeatably and repeatedly, at a very specific point that I cannot bypass. That&#039;s the trouble with linear level design right there.
I played through the episodic content for the cinematics and the story - they&#039;re that good. There are some fantastic sounds in there and the &quot;autogun/zombies&quot; area in ep.2 I found satisfyingly hard, much harder even than the end bosses - not to mention there&#039;s a real neato opportunity weapon in there. Interestingly enough, it&#039;s one of the areas where at least it seems that you have some freedom of action - although deviating from the set path will get you killed most of the time (as in, 99%). 
It&#039;s all basically a 4d puzzle (you have to consider time as well and savegames act as your window into the future), not a 3d shooter at all.
Another thing I absolutely hated was the end train yard in ep.1 - on first arriving there it&#039;s not at all obvious that the combine will just keep coming if you keep shooting and that you have to do the un-obvious and just ignore them while escorting those npc&#039;s to the train for the first time.</description>
		<content:encoded><![CDATA[<p>HL2 crashes for me, repeatably and repeatedly, at a very specific point that I cannot bypass. That&#8217;s the trouble with linear level design right there.<br />
I played through the episodic content for the cinematics and the story &#8211; they&#8217;re that good. There are some fantastic sounds in there and the &#8220;autogun/zombies&#8221; area in ep.2 I found satisfyingly hard, much harder even than the end bosses &#8211; not to mention there&#8217;s a real neato opportunity weapon in there. Interestingly enough, it&#8217;s one of the areas where at least it seems that you have some freedom of action &#8211; although deviating from the set path will get you killed most of the time (as in, 99%).<br />
It&#8217;s all basically a 4d puzzle (you have to consider time as well and savegames act as your window into the future), not a 3d shooter at all.<br />
Another thing I absolutely hated was the end train yard in ep.1 &#8211; on first arriving there it&#8217;s not at all obvious that the combine will just keep coming if you keep shooting and that you have to do the un-obvious and just ignore them while escorting those npc&#8217;s to the train for the first time.</p>
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		<title>By: GregT</title>
		<link>http://www.killtenrats.com/2008/03/02/annoyingly-linear/comment-page-1/#comment-25925</link>
		<dc:creator>GregT</dc:creator>
		<pubDate>Tue, 04 Mar 2008 00:34:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/2008/03/02/annoyingly-linear/#comment-25925</guid>
		<description>Half-Life 2 is dull as dishwater, except for the character sequences, but it&#039;s not because it&#039;s linear.  It&#039;s because the process of getting from A to B isn&#039;t sufficiently entertaining.  There&#039;s far too many sewers and train yards and not enough new ideas.  You&#039;ll hopefully be pleased to know that the episodic sequels are infinitely better.

But I don&#039;t think escaping linear progression should be the goal of every game, or even most games.  It&#039;s a valid design choice that can help make experiences focused and intense where used well.  The gameplay of Half-Life has never really been about exploration or sandbox-play, and inserting that kind of action into the proceedings would only take the spotlight off its real strengths in scripted sequences, character animation and individual-vs-squad gunfights.  (In fact, the sin of Half-Life 2 is that it doesn&#039;t play to these strengths nearly often enough - again fixed in the sequels.)</description>
		<content:encoded><![CDATA[<p>Half-Life 2 is dull as dishwater, except for the character sequences, but it&#8217;s not because it&#8217;s linear.  It&#8217;s because the process of getting from A to B isn&#8217;t sufficiently entertaining.  There&#8217;s far too many sewers and train yards and not enough new ideas.  You&#8217;ll hopefully be pleased to know that the episodic sequels are infinitely better.</p>
<p>But I don&#8217;t think escaping linear progression should be the goal of every game, or even most games.  It&#8217;s a valid design choice that can help make experiences focused and intense where used well.  The gameplay of Half-Life has never really been about exploration or sandbox-play, and inserting that kind of action into the proceedings would only take the spotlight off its real strengths in scripted sequences, character animation and individual-vs-squad gunfights.  (In fact, the sin of Half-Life 2 is that it doesn&#8217;t play to these strengths nearly often enough &#8211; again fixed in the sequels.)</p>
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		<title>By: BitterCupOJoe</title>
		<link>http://www.killtenrats.com/2008/03/02/annoyingly-linear/comment-page-1/#comment-25921</link>
		<dc:creator>BitterCupOJoe</dc:creator>
		<pubDate>Mon, 03 Mar 2008 17:03:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/2008/03/02/annoyingly-linear/#comment-25921</guid>
		<description>I think maybe you&#039;re just looking for what you want in the wrong place.  Just like you wouldn&#039;t look in arthouse dramas for explosions and action, and you wouldn&#039;t look in action movies for deep, moving drama, looking for &quot;freedom&quot; in most FPSs seems counterproductive.  Either enjoy it for what it is, or don&#039;t play, you know?  

I realized years ago that, while I like the storylines, etc. in some RTS games, I hatehatehate playing for 30 minutes or an hour and then getting ripped apart for a bad build choice that I made 5 minutes into the level.  FPSes are, by their nature, linear, and generally the best way to make them linear is to create only a very few paths with a few fake crossroads where people will be funneled to.  The other option is to go the MMO route, and have the enemies outside of the area the player&#039;s supposed to be in be almost impossible to kill with the weapons currently available to them, and that&#039;s frankly just not usually as successful.

I&#039;m not saying criticism of the genres doesn&#039;t have its place, but the most compelling way to tell the story in a FPS is generally the one that&#039;s been glommed onto by most developers.  Maybe later someone else can come up with something that is both compelling and cost-efficient, but I&#039;m not holding my breath.</description>
		<content:encoded><![CDATA[<p>I think maybe you&#8217;re just looking for what you want in the wrong place.  Just like you wouldn&#8217;t look in arthouse dramas for explosions and action, and you wouldn&#8217;t look in action movies for deep, moving drama, looking for &#8220;freedom&#8221; in most FPSs seems counterproductive.  Either enjoy it for what it is, or don&#8217;t play, you know?  </p>
<p>I realized years ago that, while I like the storylines, etc. in some RTS games, I hatehatehate playing for 30 minutes or an hour and then getting ripped apart for a bad build choice that I made 5 minutes into the level.  FPSes are, by their nature, linear, and generally the best way to make them linear is to create only a very few paths with a few fake crossroads where people will be funneled to.  The other option is to go the MMO route, and have the enemies outside of the area the player&#8217;s supposed to be in be almost impossible to kill with the weapons currently available to them, and that&#8217;s frankly just not usually as successful.</p>
<p>I&#8217;m not saying criticism of the genres doesn&#8217;t have its place, but the most compelling way to tell the story in a FPS is generally the one that&#8217;s been glommed onto by most developers.  Maybe later someone else can come up with something that is both compelling and cost-efficient, but I&#8217;m not holding my breath.</p>
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		<title>By: Jezebeau</title>
		<link>http://www.killtenrats.com/2008/03/02/annoyingly-linear/comment-page-1/#comment-25919</link>
		<dc:creator>Jezebeau</dc:creator>
		<pubDate>Mon, 03 Mar 2008 12:49:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/2008/03/02/annoyingly-linear/#comment-25919</guid>
		<description>I would tend to agree that sandboxes tend to be disappointing.  As far as the story and atmosphere go, Half-Life 2 is rather polished.  The same level of polish cannot be applied to a game that offers four times as much wiggle room without a *much* greater cost in development time, not to even mention the often contrived ways of tunneling people so no one misses the story.  If you&#039;re looking for an FPS that lets you see more-than-marginally different parts of the story depending on the path you took, you&#039;ll end buying several very short campaigns.

Bioshock got away with a choice of ethics which marginally changed the gameplay, but the plot remained the same, either way, and the objectives were clear and linear.  It added a bit of phantasm (that quality wherein your effect upon the game affects you) to the experience.  Because of the minor effect of this choice upon the storyboard, length didn&#039;t suffer.

Oblivion offered a sandbox.  One could do pretty much whatever they wanted.  On the other hand, combat was very simple and formulaic.  There wasn&#039;t much of a choice in character development unless you wanted to cripple yourself for a challenge by not being a fighter-mage-thief.  Some of the quests were interesting, but most were rather static.  &quot;Level&quot; design was atrocious and as repetitive as Hellgate London turned out to be.  Sandboxes sometimes have tiny areas of polish, but for the most part it&#039;s rough as sand.</description>
		<content:encoded><![CDATA[<p>I would tend to agree that sandboxes tend to be disappointing.  As far as the story and atmosphere go, Half-Life 2 is rather polished.  The same level of polish cannot be applied to a game that offers four times as much wiggle room without a *much* greater cost in development time, not to even mention the often contrived ways of tunneling people so no one misses the story.  If you&#8217;re looking for an FPS that lets you see more-than-marginally different parts of the story depending on the path you took, you&#8217;ll end buying several very short campaigns.</p>
<p>Bioshock got away with a choice of ethics which marginally changed the gameplay, but the plot remained the same, either way, and the objectives were clear and linear.  It added a bit of phantasm (that quality wherein your effect upon the game affects you) to the experience.  Because of the minor effect of this choice upon the storyboard, length didn&#8217;t suffer.</p>
<p>Oblivion offered a sandbox.  One could do pretty much whatever they wanted.  On the other hand, combat was very simple and formulaic.  There wasn&#8217;t much of a choice in character development unless you wanted to cripple yourself for a challenge by not being a fighter-mage-thief.  Some of the quests were interesting, but most were rather static.  &#8220;Level&#8221; design was atrocious and as repetitive as Hellgate London turned out to be.  Sandboxes sometimes have tiny areas of polish, but for the most part it&#8217;s rough as sand.</p>
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		<title>By: Ikew</title>
		<link>http://www.killtenrats.com/2008/03/02/annoyingly-linear/comment-page-1/#comment-25917</link>
		<dc:creator>Ikew</dc:creator>
		<pubDate>Mon, 03 Mar 2008 11:14:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/2008/03/02/annoyingly-linear/#comment-25917</guid>
		<description>Sure, next step - lets allow the audience to move around the camera in the dvd version of movies. Not rotate, totally move it around like, &quot;hey, it&#039;s a lake, lets spend the next 20 minutes in there while the protagonist kills people or whatever&quot;.

Shooters are made to be cinematographic. Some freedom is always welcome, but add too much and you lose focus. For other types of gameplay, play sandbox mmos. Don&#039;t insist muffins are bad just &#039;coz you like cakes, mkay?</description>
		<content:encoded><![CDATA[<p>Sure, next step &#8211; lets allow the audience to move around the camera in the dvd version of movies. Not rotate, totally move it around like, &#8220;hey, it&#8217;s a lake, lets spend the next 20 minutes in there while the protagonist kills people or whatever&#8221;.</p>
<p>Shooters are made to be cinematographic. Some freedom is always welcome, but add too much and you lose focus. For other types of gameplay, play sandbox mmos. Don&#8217;t insist muffins are bad just &#8216;coz you like cakes, mkay?</p>
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		<title>By: lufia22</title>
		<link>http://www.killtenrats.com/2008/03/02/annoyingly-linear/comment-page-1/#comment-25912</link>
		<dc:creator>lufia22</dc:creator>
		<pubDate>Mon, 03 Mar 2008 04:56:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/2008/03/02/annoyingly-linear/#comment-25912</guid>
		<description>The argument seems a bit lofty, as you seem to be implying every game should strive to be a sandbox, when I don&#039;t think a quality experience is always attainable when the player can do whatever they want. For me, what makes HL2 interesting is the EXPERIENCE. Sure, I might not be given many options, but the game puts you in some damn cool situations that get your heart pumping. As for gameplay, HL2 was noted as being fairly typical FPS fair even back when it was released. It&#039;s simply the quality of the product and the source engine that makes it stand out above the rest.</description>
		<content:encoded><![CDATA[<p>The argument seems a bit lofty, as you seem to be implying every game should strive to be a sandbox, when I don&#8217;t think a quality experience is always attainable when the player can do whatever they want. For me, what makes HL2 interesting is the EXPERIENCE. Sure, I might not be given many options, but the game puts you in some damn cool situations that get your heart pumping. As for gameplay, HL2 was noted as being fairly typical FPS fair even back when it was released. It&#8217;s simply the quality of the product and the source engine that makes it stand out above the rest.</p>
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		<title>By: Jeromai</title>
		<link>http://www.killtenrats.com/2008/03/02/annoyingly-linear/comment-page-1/#comment-25911</link>
		<dc:creator>Jeromai</dc:creator>
		<pubDate>Mon, 03 Mar 2008 04:52:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/2008/03/02/annoyingly-linear/#comment-25911</guid>
		<description>Hmm, viewing Half Life 2 as a puzzle game is an interesting revelation for me. That might explain why I bogged down at the dune buggy level (major car-sickness, ugh) and never felt the impetus to go back and try harder to solve it. The story/setting just wasn&#039;t intriguing enough in terms of pace or atmosphere. The levels just felt...empty of life, yet full of objects.

By contrast, I liked the panic and adrenaline of Doom 3’s monsters who lurked behind corners and shadows – though the repetitiveness of the level design has kept me from finishing the game. Intend to get back to it some day though.

The FPSes I did finish were those that were linear, and didn’t make excuses about it because they had some kind of story to tell. (Having a unique atmosphere helps too.) 

FEAR – a mystery that needed answering, and lots of horror type suspense. 

Bioshock – underwater  dystopia, with discovering the protagonist’s story as its goal.

Call of Duty 4 - Modestly named, for something that totally embraced a cinematic action thriller style, shamelessly going linearly forward…but it was so intensely movie-like that I didn’t really mind.</description>
		<content:encoded><![CDATA[<p>Hmm, viewing Half Life 2 as a puzzle game is an interesting revelation for me. That might explain why I bogged down at the dune buggy level (major car-sickness, ugh) and never felt the impetus to go back and try harder to solve it. The story/setting just wasn&#8217;t intriguing enough in terms of pace or atmosphere. The levels just felt&#8230;empty of life, yet full of objects.</p>
<p>By contrast, I liked the panic and adrenaline of Doom 3’s monsters who lurked behind corners and shadows – though the repetitiveness of the level design has kept me from finishing the game. Intend to get back to it some day though.</p>
<p>The FPSes I did finish were those that were linear, and didn’t make excuses about it because they had some kind of story to tell. (Having a unique atmosphere helps too.) </p>
<p>FEAR – a mystery that needed answering, and lots of horror type suspense. </p>
<p>Bioshock – underwater  dystopia, with discovering the protagonist’s story as its goal.</p>
<p>Call of Duty 4 &#8211; Modestly named, for something that totally embraced a cinematic action thriller style, shamelessly going linearly forward…but it was so intensely movie-like that I didn’t really mind.</p>
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