MrBrown
Liturgist
Hello.
The recent interview with David Gaider made me think a bit more of a topic very familiar to everyone here. :wink:
I think the interviewer and Mr. Gaider here are talking about different things, while using the same words to describe them. What follows is my attempt to seperate between these two different ideas, while defining a number of terms to see how this affects "linearity" and "non-linearity". I think this is all somewhat obvious, but people always seem to mistake one thing for the another.
Event: An Event is any kind of instance in the game.
Linearity: Linearity simply means how static the Events in the game are. There are two kinds of Linearity: one regarding the order of Events (are both 1,2,3,4 and 1,3,2,4 possible?) and one regarding the existance of Events (are both 1,3,4 and 1,2,4 possible?). Naturally, some extremes of Linearity are often not very relevant (though not necessarily impossible). For instance, having no Events at all, or having Events in opposite orders, ie. 1,2,3,4 vs. 4,3,2,1. For this context, I'm taking Linearity into account only in regards to PC choices, not for instance completely randomized non-Linearity.
Plot: The Plot is a collection of all the Events in the game world that happen outside the immediate influence of the PC. It is assumed that a Plot must plausible. The Plot can be linear or non-linear.
Story: The Story is a collection of all the Events in the game world that happen inside the immediate influence of the PC. The Story can be linear or non-linear.
(NOTE: Plot and Story come from literary definitions... See the wikipedia for instance. I'm simply trying to define this stuff in reference to CRPGs.)
Contact Point: A Contact Point is a special kind of Event where the Plot and Story meet. A Contact Point is a Plot or Story Event that future Events of the other kind must take into account or they will lose plausability. In other words, an Event that limits the otherwise infinite amount of possible future Events of the other kind to those that are plausible with the CP. For an example, if the PC shoots Joe the Baker and he dies, then the Plot must take into account that Joe has been shot to death, or the Plot will lose plausability.
By the above definitions, there are 6 kinds of Events:
A) Plot Events that are not Contact Points, are not preceeded by any or are not relevant to any ("Joe gets married").
B) Story Events that are not Contact Points, are not preceeded by any or are not relevant to any ("PC buys bread from Joe").
C) Plot Events that are Contact Points ("Joe has a brother who's a Hell's Angel").
D) Story Events that are Contact Points ("PC shoots Joe to death").
E) Plot Events that follow one or more Story Contact Point that they are relevant to ("Joe's brother comes back to town").
F) Story Events that follow one or more Plot Contact Point that they are relevant to ("Joe's brother attacks the PC"... though this also requires D).
The problem is this: The developers must give plausability to A, C, E and F, but the player gives plausability to B and D. And the player never questions his own plausability; "just because" is enough for him. However, Joe's Brother can't just ignore his brother's death, there must be some kind of plausability, even if only "he hasn't heard about it yet".
My two main points are this:
1) To make the Plot non-Linear(=to have the PC's choices affect the Plot), the game must have Story Contact Points. However, this not only means the developers must give plausability to E and F types, but also that the developers must either make several such Events to match all possible PCs choices, or make a single Event that is plausible regardless of what the PC chose, AND that any such event must take into account all relevant Story Contact Points that preceeded it. This is the "non-Linearity takes too much work" -argument. Or, the developers can simply take control from the player in D-type Events, thus needing much less work for E. This is called railroading.
2) A non-Linear Plot is not the same thing as a non-Linear Story. Games like Fallout, Arcanum and Baldur's Gate feature non-Linear Stories (some more than others), but all have mostly Linear Plots (BG's is completely Linear, while the two others are not fully). This is in direct relation to the number of Story Contact Points they have and in how many of those the game takes control from the player; BG has several where control is taken, FO doesn't have many Story CPs in the first place.
And the relevancy to the interview... Despite the terms he's using, Mr. Gaider is talking about a non-Linear Plot. This is because he prefers a game that is heavy with Story Contact Points, which is no wonder since he seems to focus on writing. However, given that this is the codex ( ), I can't help but assume that when the interviewer asked that question, he was actually thinking of games like Fallout that have a very non-Linear Story (but a mostly Linear Plot).
Two points that I'll have to think about more...
- Event types A and C are probably the same thing (and maybe B and F too, and thus there'd only be one type of Contact Points).
- In a game of a given length, it seems you cannot both have a non-Linear Story and lots of Story Contact points (regardless what you do with the Plot), but only one or the other (or neither).
Comments, please.
The recent interview with David Gaider made me think a bit more of a topic very familiar to everyone here. :wink:
10. Multiple plot choices. Almost 3 years ago you spoke against them, stating that complexity would increase exponentially, thus causing other problems like more bugs and spending "more time to do less". Does this mean you think multiple plot choices is less? Can you elaborate on what you meant?
Added complexity doesn't necessarily mean it't not worth doing. When you have limited resources to work with, however (and that will always be the case), you're going to have to pick and choose what you're going to focus on.
As to what I meant originally, I was simply pointing out that plot choices (as in actual branches in the story) add more complexity than simply the time it takes to write them. You also end up using more resources for a story that, to the player going through the first time, seems no longer.
As an example: let's say you have a 10-hour long story that branches into two completely separate paths halfway through after 5 hours. No matter which path someone takes, the story is still only 10 hours long, but even so there's still 15 hours worth of work required to accommodate both paths, and added complexity because now you must account for both states in the last half of the game.
Not to mention that, from a developer perspective, no matter what you do, there痴 now 5 hours worth of work that many players are never going to see. How many resources can you justify putting towards options that not every player encounters? A balance needs to be struck between having depth and having breadth ・and considering that the overall length of games is being pushed lower and lower as it is due to the rising cost of art, it痴 really hard not to try and squeeze as much length as you can out of the resources you have available. Leaning too much either way is going to ultimately dissatisfying.
There are things you can do to try and minimize the cost of branching plots ・you can re-use art resources, have bottlenecks for dialogue and plot that prevent them from becoming too scattered, include lower-cost options which are more aesthetic as opposed to gameplay-oriented, etc. ・and like I said sometimes it痴 very much worth it. The original comment was in response to a poster who suggested that not having more plot choices was simply a sign of designer laziness, as they cost nothing.
I think the interviewer and Mr. Gaider here are talking about different things, while using the same words to describe them. What follows is my attempt to seperate between these two different ideas, while defining a number of terms to see how this affects "linearity" and "non-linearity". I think this is all somewhat obvious, but people always seem to mistake one thing for the another.
Event: An Event is any kind of instance in the game.
Linearity: Linearity simply means how static the Events in the game are. There are two kinds of Linearity: one regarding the order of Events (are both 1,2,3,4 and 1,3,2,4 possible?) and one regarding the existance of Events (are both 1,3,4 and 1,2,4 possible?). Naturally, some extremes of Linearity are often not very relevant (though not necessarily impossible). For instance, having no Events at all, or having Events in opposite orders, ie. 1,2,3,4 vs. 4,3,2,1. For this context, I'm taking Linearity into account only in regards to PC choices, not for instance completely randomized non-Linearity.
Plot: The Plot is a collection of all the Events in the game world that happen outside the immediate influence of the PC. It is assumed that a Plot must plausible. The Plot can be linear or non-linear.
Story: The Story is a collection of all the Events in the game world that happen inside the immediate influence of the PC. The Story can be linear or non-linear.
(NOTE: Plot and Story come from literary definitions... See the wikipedia for instance. I'm simply trying to define this stuff in reference to CRPGs.)
Contact Point: A Contact Point is a special kind of Event where the Plot and Story meet. A Contact Point is a Plot or Story Event that future Events of the other kind must take into account or they will lose plausability. In other words, an Event that limits the otherwise infinite amount of possible future Events of the other kind to those that are plausible with the CP. For an example, if the PC shoots Joe the Baker and he dies, then the Plot must take into account that Joe has been shot to death, or the Plot will lose plausability.
By the above definitions, there are 6 kinds of Events:
A) Plot Events that are not Contact Points, are not preceeded by any or are not relevant to any ("Joe gets married").
B) Story Events that are not Contact Points, are not preceeded by any or are not relevant to any ("PC buys bread from Joe").
C) Plot Events that are Contact Points ("Joe has a brother who's a Hell's Angel").
D) Story Events that are Contact Points ("PC shoots Joe to death").
E) Plot Events that follow one or more Story Contact Point that they are relevant to ("Joe's brother comes back to town").
F) Story Events that follow one or more Plot Contact Point that they are relevant to ("Joe's brother attacks the PC"... though this also requires D).
The problem is this: The developers must give plausability to A, C, E and F, but the player gives plausability to B and D. And the player never questions his own plausability; "just because" is enough for him. However, Joe's Brother can't just ignore his brother's death, there must be some kind of plausability, even if only "he hasn't heard about it yet".
My two main points are this:
1) To make the Plot non-Linear(=to have the PC's choices affect the Plot), the game must have Story Contact Points. However, this not only means the developers must give plausability to E and F types, but also that the developers must either make several such Events to match all possible PCs choices, or make a single Event that is plausible regardless of what the PC chose, AND that any such event must take into account all relevant Story Contact Points that preceeded it. This is the "non-Linearity takes too much work" -argument. Or, the developers can simply take control from the player in D-type Events, thus needing much less work for E. This is called railroading.
2) A non-Linear Plot is not the same thing as a non-Linear Story. Games like Fallout, Arcanum and Baldur's Gate feature non-Linear Stories (some more than others), but all have mostly Linear Plots (BG's is completely Linear, while the two others are not fully). This is in direct relation to the number of Story Contact Points they have and in how many of those the game takes control from the player; BG has several where control is taken, FO doesn't have many Story CPs in the first place.
And the relevancy to the interview... Despite the terms he's using, Mr. Gaider is talking about a non-Linear Plot. This is because he prefers a game that is heavy with Story Contact Points, which is no wonder since he seems to focus on writing. However, given that this is the codex ( ), I can't help but assume that when the interviewer asked that question, he was actually thinking of games like Fallout that have a very non-Linear Story (but a mostly Linear Plot).
Two points that I'll have to think about more...
- Event types A and C are probably the same thing (and maybe B and F too, and thus there'd only be one type of Contact Points).
- In a game of a given length, it seems you cannot both have a non-Linear Story and lots of Story Contact points (regardless what you do with the Plot), but only one or the other (or neither).
Comments, please.