What the subject says.. In this thread I am going to discuss linearity and nonlinearity. I am going to list the pros and cons of both of them. I am also going to name some games as well to make my examples stronger.
Linearity- Linear games are the video games where you are given a straight path and an objective to complete. The exploration aspect is either limited or doesn't exist. Games in this category include every Call of Duty game since Modern Warfare, the Uncharted franchise, the God of War franchise, the original Super Mario Bros, Resident Evil 1-4*, Resident Evil 5 and 6, Sonic 1-3 and Knuckles* and many others.
*= The game is mainly linear, but there is some room for exploration and/ or the levels in said game can be finished in different ways. Sonic 3 is a good example. You are given a straight path ( Angel Island- Hydrocity- Marble Garden, etc..), but you can finish the acts however you want.
In franchises like Uncharted and Call of Duty, linearity is used to put a stronger focus on the story aspect of the game rather than the exploration aspect. In Call of Duty 4 for example, memorable moments like the nuclear explosion happened because the devs made the game like it. The memorable moments and setpieces were possible thanks to the linear aspect of the game.
However, there are also "on-rails" games or some games that are on rails for wrong reasons. The early Star Fox games are well-known on-rails games. They are pretty fun games even if they limit the player mostly because shooting enemies can be so fun that you forget most of the time that the games are pretty linear.
Then we have games the games that are on rails for wrong reasons. The first example is the Sonic franchise. I already mentioned mentioned how the Genesis Sonic games are mainly linear, but still offer exploration for those who want it. Well, in 2007 we got Sonic and the Secret Rings for the Wii. It was the first on-rails Sonic game ever.. The majority thought the game sucked mostly because the game simply limited the player too much both controls and level design wise. Combine that with the tacked on motion controls and the result wasn't pretty. Sonic and the Black Knight was the same deal, only much worse.
Then we have Final Fantasy XIII which is called by a lot of people " Final Hallway XIII". Some people even said that it created a new genre " On-rails RPG".. That game was almost on-rails for pretty much no reason. The last FF game before that which was XII, was pretty open, so there was no reason for XIII to be that linear. It didn't help the story at all since the story was a confusing mess. This is when linearity is a bad thing. When it is introduced in a franchise that wasn't known for linear level design ( * cough Metroid Other M * cough*) and when it does nothing good to said franchise.
Now, you could say that the Final Fantasy franchise since VII wasn't really known for being very open, but they never went to XIII's level of linearity. Not even X was that linear.
Nonlinearity- Nonlinear games are the video games where the player is able to take different paths and complete the objectives however he/she wants. Games in this category include every GTA game since GTAIII, most of the Metroid games, Super Mario 64*, the original Zelda, A Link to the Past, Xenoblade, etc.. In these games the focus on the story is minimal since the player can simply do extra stuff and not really care about the main story. A good example is Grand Theft Auto. There are many extra things to do if you don't really care about going any further in the story.
*= In Super Mario 64 you have to do most of the levels in a certain order since most doors open only after you got a certain number of stars, but if you know the locations of the stars then most of the time you can just go for star number 5 instead of star number 2 in many levels. In Mario 64 there are also secrets that don't affect the main game in any way. There are there for the gamer that wants to discover as much as possible.
Some early examples of nonlinear games include the original Zelda which simply leaves you in the middle of nowhere and you have to found your way out. The first dungeons can be completed in any order, but after that you need certain items which you need to find on your own. The next one is Metroid which again leaves you in the middle of nowhere. Then we have the original Mega Man which gives you all the stages from the get-go and you can complete them in any order you want.
However, nonlinear games also have their faults. Not as bad as linear games, but still. For example, when a game is very open, but there is nothing to do there. The game is simply very empty. As much as I love Wind Waker, I have to admit that most of the ocean is simply empty and there is nothing to do there. Same can be said about Skyward Sword even if the game is linear. The sky is very empty and there is nothing to do. The ultimate offender though is Skyrim. The game is very open world, but the game can be so empty at times. I've heard this is probably because of the PS3 and 360 limitations, but still!
Now I am done....... Feel free to leave your thoughts.
---Member of the official Squeezol Fanclub---








