Author Topic: Module Question - How much Linearity is TOO Much?  (Read 970 times)

Legacy_AstoundingArcaneArcher

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Module Question - How much Linearity is TOO Much?
« on: September 17, 2011, 12:28:38 am »


               Just looking at my module after I got the intro to work and there are two areas that are just straight line shapewise and that got me wondering... How much linearity is too much? How much do you need for a coherant story? For those who played FF13, linearity chased you down narrow corridors and bit you in the ass. Be the way, I'm talking about when linearity in games, not maths. Anyways, do you think modules and/or video games should not be linear and should open and free form or a mix of the two.
               
               

               
            

Legacy_werelynx

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Module Question - How much Linearity is TOO Much?
« Reply #1 on: September 17, 2011, 09:22:06 am »


               If I understand correctly you are making a mod for rangers and druids.
Therefore you have already mad it somewhat linear:p
Open world means you have no purpose besides exploring.
I prefer "mix of the two" - few ways to the quests, sidequests, things not directly related to quest(for example hunting, panning for gold, stealing).
So basically lots of roleplaying possibilities.
On the other hand linearity is not that bad if it means that the plot is strong. If it is badly executed - for example I killed a dragon before I got the quest - bum journal entry appears telling me I should report BACK to the princess, when I haven't been in her tower once. That's a bad thing.

Anyway it is your module. If you find areas too linear make some forks in the road(leading to the same point eventually) or side cavern or two.
               
               

               
            

Legacy_jmlzemaggo

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Module Question - How much Linearity is TOO Much?
« Reply #2 on: September 17, 2011, 11:46:37 am »


               I don't mind linearity either, not at all. In fact, I like it. 
The story matters much more to me than visiting another map... for nothing but visiting another map.
But! But, a couple of side-quests don't hurt, not at all, as long as they keep up with... the story. I kind of like 'NWN one way' 'cause it's a game and I'm here... to play. 
Not work. 

Beware! I'm not saying I'm not taking playing seriously

                         'Posted
               
               

               


                     Modifié par jmlzemaggo, 17 septembre 2011 - 10:54 .
                     
                  


            

Legacy_AndarianTD

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Module Question - How much Linearity is TOO Much?
« Reply #3 on: September 17, 2011, 12:45:48 pm »


               Linearity is a good thing in my book, so in my view the question should be the other way around: how much NON-linearity is too much? I can tolerate a certain amount of non-linearity, but once it gets to the point of substantially fragmenting the plot and story, I lose interest. Coherent plot and story are by far the most important elements to me.

That said, I think that a well designed module can combine a coherent plot this with a non-linear structure to some extent, and having nearly no choices will undermine an RPG as well. I'm not sure there's a hard line where that happens, as opposed to a continuum in which it becomes more of a problem, but an RPG has to give you some choices or ceases to be a game and becomes more like a (barely) interactive movie.
               
               

               
            

Legacy_Beerfish

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Module Question - How much Linearity is TOO Much?
« Reply #4 on: September 17, 2011, 01:32:41 pm »


               I totally agree with everything Andarian said above.  Linearity is good.
               
               

               
            

Legacy__Guile

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Module Question - How much Linearity is TOO Much?
« Reply #5 on: September 17, 2011, 04:06:20 pm »


               Assuming Linear in Gaming means a prescribed path or direction one must take with as minimal options as possible, then I would linear is a bad thing in many respects.

Player Characters need freedom, the more of it they can get the better.

Forcing Storyline, or worse making cut-scenes and forcing countless hours of dialogue on the PC to ensure they fully know the storyline, is just a horrible way to write a module.

Forced Game-play is by far the most annoying thing I encounter on most modules.

Not all players like storyline, truly, in fact many would probably prefer lite storyline, as far as quest/plot goes, those can either be linear or non-linear, as you have a set objective and should obtain it, or the objective may require the PC to think (that part I like).

That's the beauty of quest, they more or less throw away the need for a complex storyline that one must follow to the letter.  A quest could be something simple like bring me the head of a ____, or it could be very complex, like find a black lotus, which could entail searching many different areas to find said flower, nothing linear about that at all.

Linear, by and large, is something to avoid whenever possible, freedom & options are far more important in a game than forced or prescribed game-play, but that's my point of view, not everyone will see it that way.   

To me the line is crossed when forced (cut-scene abuse) game play takes precedence over freedom.  In short that's my answer.

To answer your question more thoroughly, multiple linear quest are acceptable, though completely linear storyline & module however, may be unacceptable to many players.  I would say too much linear game play can ruin it for many players, linear can entail an area with only one type of monster in it & only one sort of interractin it as well (like just combat), this sort of linear playing is often frowned upon by many, so it should be avoided.

The more diverse you make areas & adventures, the better!

Just my 2 copper pieces.
               
               

               


                     Modifié par _Guile, 17 septembre 2011 - 07:43 .
                     
                  


            

Legacy_Shiek2005

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Module Question - How much Linearity is TOO Much?
« Reply #6 on: September 17, 2011, 07:48:41 pm »


               Mix it up!

You don't neccessarily have to make a freaking huge world that caters to each and every possibility, but mix it up as much as possible. But if you have a good story to tell, stick more linearity over open endedness, keep the open endedness with little touches like side quests that take you to a new, off the beaten path area, stuff only accessible to certain characters/classes (if your module caters to multiple classes/races) and so on. On the contrary, if story is not the strong point of your module, stay away from linearity as much as possible, that will only get your players bored fast (at least i would be).
               
               

               
            

Legacy_Queensilverwing

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Module Question - How much Linearity is TOO Much?
« Reply #7 on: September 17, 2011, 09:24:30 pm »


               Personally I prefer a linear plot as I like to know where I am and what I'm aiming for most of the time. That does not mean that exploration cannot be a part of a linear plot. If the main plot is a strong one, then exploration along the way can bring about other side quests that somehow makes sense to the overall plot. All the loose ends tie up in the end.

Whether the game is focused upon RP or action/H&S, as a player I prefer to know what my job is and then make my decisions based upon the options presented to me at the time. I enjoy cutscenes, but I don't want to be forced to endure too many of them. Used well, a cutscene will compliment a story, used badly, it becomes a royal pain and makes me feel as if as a player I have very little choice in game.

I recently played a module that required I use a pre-generated PC. I found this to be great fun, and the options open were right for my PC class/race and nature. The plot was strong and there were plenty of side quests that all seemed to further the story.

Some folk like nothing better than exploring and don't want to be told when they should accomplish XX quest. I see the attraction in that also, but if you're making a class specific module, then perhaps you would be better off creating one that allows for that classes traits, rather than the more open ended approach?
               
               

               
            

Legacy_Mystery X

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Module Question - How much Linearity is TOO Much?
« Reply #8 on: September 17, 2011, 10:28:03 pm »


               I need to feel like my decisions actually make a difference, and that I have some choice as to what I do and as to the outcomes.  At the same time, I don't want the main plot to be so open that I lose track of what I am supposed to be doing.  I like an adventure that provides several different, viable paths to achieving the main goal.
               
               

               
            

Legacy_jmlzemaggo

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Module Question - How much Linearity is TOO Much?
« Reply #9 on: September 17, 2011, 11:02:10 pm »


               Whatever you choose, linear or not, make a strong journal.
I hate being lost in that game, with 10 quests all open, and nothing but the weakest journal to read for no help.
               
               

               
            

Legacy_AstoundingArcaneArcher

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Module Question - How much Linearity is TOO Much?
« Reply #10 on: September 18, 2011, 07:21:27 pm »


               Right now, I'm thinking of doing at least 4 exploration areas that are tied to the plot and 2 side areas. O think that's a good balance really. And areas, in a more general sense, such as 'abandoned mine' etc, not in the toolset sense.
               
               

               
            

Legacy_Queensilverwing

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Module Question - How much Linearity is TOO Much?
« Reply #11 on: September 18, 2011, 07:33:07 pm »


               Could I ask what sort of game-play time you're looking at for this module? Will it be an epic, or perhaps a short 2 - 4 hour adventure, or somewhere in between?

Will these exploration areas be very large, or smaller? Some players are quite happy to roam around a huge area, especially if there is a lot of stuff to dig around in. Some, like me *grins* prefer the smaller areas which interconnect with a bunch of other smaller areas, be they mines, caves or underground temples etc.

I hope you have fun with the building and I look forwards to the finished product! :happy:
               
               

               


                     Modifié par Queensilverwing, 18 septembre 2011 - 06:33 .
                     
                  


            

Legacy_AstoundingArcaneArcher

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Module Question - How much Linearity is TOO Much?
« Reply #12 on: September 18, 2011, 07:39:59 pm »


               Thanks! The link is in my sig. It's a module for rangers and druids so, forests and such come as standard. And don't worry, there is a mine of sorts, it's just been taken over by goblins, who are trying to figure out how it works. The largest area I have is 16 by 16, but isn't completely open. Lots of cliffs and trees. I *am* having fun with the building. At the moments, I'm trying to bulid a forest-y area but with the rural tileset.
               
               

               
            

Legacy__Guile

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Module Question - How much Linearity is TOO Much?
« Reply #13 on: September 18, 2011, 11:24:32 pm »


               Making Adventures is, by far, the most fun & rewarding thing to do in building..

Scripting, making custom monsters, systems, etc, that's the part that will really kill it for you as a builder.  So much redundancy & many difficult challenges, that building can be taxing on someone.

If you are having fun, great, you really don't need to get all technical when making a module, truly.  I enjoy adding special elements to areas to spice things up, like adding traps, locking objects, or puzzles, anything to mix things up.  As quest/adventures get higher, the difficulty to solve or overcome the (other than encounters) problems in an area, needs to rise as well.

Remember you build for the players, not yourself, if you can do that, then your module will be really fun indeed!  Act like you are in the driver seat of another PC/Player, some grumpy old man who can't seem to like much about the game, who will be super critical of your every design and decision.. '<img'>

Veteran players are never fooled by quick makeshift areas, they know poorly designed adventures, they have seen far too many of them in their days and can spot them easily!  They will often become judgemental of a module if they feel like you rushed it.

Sceenery is one thing, encounters is another, but what a PC does while in that area is everything.  Just fighting or enjoying the sceenery may not be enough for some (and often it is not).  Thats the part about making things non-linear that are important, not so much about story, but as the PC explores, they need to see different things, encounter different things, besides just goblins, or endless areas that look the same.  Linear in building boils down to how you design areas/adventures, more or less, and that can often make or break a module.

Hope that helped you in some way fellow nwn builder..
               
               

               


                     Modifié par _Guile, 18 septembre 2011 - 10:37 .