The Reason and Nature of Linearity

Travis Lionel
Aug 25, 2017 · 6 min read

“This game is way too linear.” It’s a common complaint of games. Despite being seen as a negative in games, many of the “greatest games” of both past and present are incredibly linear. So, clearly, linearity can’t be that bad or a valid complaint. So, there has to be a legitimate reason why complaints about the linearity of a game are so common.
Well, first one must beg the question of what a linear game is. Linear is defined as “ arranged in or extending along a straight or nearly straight line” and/or “ progressing from one stage to another in a single series of steps; sequential.” The second definition sounds the most like a video game, so I’ll be using that definition for the remainder of this piece. Using this, a linear game is a game designed to progress from one stage to another in a sequential series of steps. This design choice is prevalent in most games. Ideally, a game becomes more complex and offers a greater challenge as the player continues it. Every aspect of the game is laid out in a way to progressively challenge the player. The best examples of this philosophy are turn-based strategy games and platforming games.

A Super Mario game this is not.

The sequential nature of games such as Ori and the Blind Forest are necessary for the enjoyment of the game. The linearity allows the player to acclimate to the mechanics and be progressively challenged. A platformer in which the player could immediately jump to the end or skip to the hard parts would be interesting, but alienating.
Strategy games like the Disgaea franchise use the same philosophy to make the player feel accomplished and push the player to think harder. As the player continues, AI becomes more knowledgeable and gain access to similar skills the player will gain. Environments will change to force the player to either use them to their advantage or overcome them. Because these games are linear, the player never has to worry about encountering something that they can’t defeat.
Most genres of games emulate this philosophy to some degree, or completely ignore it. Fighting games tend to ignore it completely unless they have a story mode. The true challenge comes from defeating real life opponents. And most fighting games won’t be praised for their story regardless of linear it is. Roguelikes, sports games, and multiplayer games tend to be somewhat randomized from the get go. Shooting games tend to be linear, but mostly for the sake of storytelling. In short, the linearity of a game is not relevant except for a single genre — role-playing games.

Has anyone ever actually beaten the main story of Skyrim?

RPG’s are really the only genre of games that suffer from being too linear or too open ended. It also makes sense that they’re also the most loosely defined genre in gaming. Rhythm games require the player to follow patterns. Interactive stories/visual novels simply ask the player to respond to certain queues in order to decide where the story goes. Puzzle games force the player to solve puzzles. RPG’s tell the player that their job is to play a role in the story being presented. This often leads developers to follow this philosophy in different ways.
One method, often considered the Eastern method, involves placing the player in the shoes of a predetermined character in a tightly woven narrative. To reiterate, their job is to play a role in the story. This can be seen in JRPG’s such as Persona 5. Even though the player has some control over the protagonist, the story is fairly linear and only offers one true ending.
The other method, considered to be the Western method, allows the story to surround and be about the player character. To reiterate, they play a role in the setting. The protagonist is usually a blank slate even if they are predetermined. Dishonored shows this as Corvo rarely speaks and the game allows different methods to solve the same problem and, eventually, different endings based on which methods were used.

A simple “misunderstanding” of the term leads to two equal, but contrasting philosophies in game design. But, when “linear” is used to detract from the game’s quality, the reviewer or critic in question can’t simply mean the game is sequential. When the opposite is criticized, the criticism is simple — there’s a large open world with nothing to do in it. Final Fantasy XV suffers from this as there isn’t much going on in the wide open desert. So, when does linearity become a problem? This question can be answered with one game.

This game doesn’t open up for a long time.

Final Fantasy XIII was highly criticized for its linearity upon release. The game was jokingly referred to as a hallway simulator in some circles. While the game does open up when the player reaches Gran Pulse, that is ten chapters into a thirteen chapter game. However, many point out that it’s not any less linear than the highly praised Final Fantasy X. There are some key differences between the two games which explains why linearity can be frustrating for some players.
Final Fantasy XIII railroads the player. There are few NPC’s to talk to and connect with. The game also lacks mini-games and side objectives for the player to get distracted by. There are no towns to explore, the player cannot go back to previous areas, and the player never gets a real chance to take in their surroundings. Because the game spends more than the first half switching between POV characters, the player can never really take in their setting without putting the game on an indefinite pause. Defeat enemies, watch a cutscene, move on to the next area. Final Fantasy XIII lacks even the illusion of exploration.
Maybe this is what players mean when they complain about the linearity of a game. There’s very little player interaction and an even smaller margin of error as it becomes almost impossible for the player to screw up. Games such as Bloodborne are highly praised for exploration despite being linear. There’s generally only one direction to move in, but the game provides shortcuts and bonuses for the player who does decide to look around. There is character interaction.

This puppy is in the way.

A game being linear is not a bad thing. Many great games are incredibly linear. However, the game should never feel linear. Exploration and the ability to find shortcuts like in Dark Souls can make the world feel more open. Consistent challenge can also make the player forget they’re basically moving in a straight line. Making a game shorter can make the linearity less daunting as the player will not be forced to walk down the hallway for as long. Developers can also write the linearity into the story so the player is compelled. Finally, the most difficult answer to linearity is to make the world feel lived in. If the world feels interesting, players will want to see what’s just over the horizon. The more empty it feels, the more they’ll realize the game is basically a hallway. But, by far, the most important thing to do is the give the player something to do. Persona 5 is one of the most linear games I’ve ever played. But, there is so much to do while waiting for days to pass. Even when the player needs to steal the heart from a Palace, the game gives a time limit allowing the player to do whatever they want in the meantime.

Both linear and open world games have a place in the gaming industry as long as they’re done right. Sleep tight.

The Blanket Fort

A place where everyone can pretend to stop being an adult, but with the freedom being an adult gives you. The Blanket Fort seeks to talk about animation, gaming, and general geek culture while at times tying together with politics and western society as a whole.

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Travis Lionel

Written by

A writer and journalist with a passion for nerd/geek culture and photography. Politically driven, he seeks to walk the line between politics and pop culture.

The Blanket Fort

A place where everyone can pretend to stop being an adult, but with the freedom being an adult gives you. The Blanket Fort seeks to talk about animation, gaming, and general geek culture while at times tying together with politics and western society as a whole.

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