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How do you do linearity right?
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You are currently reading a thread in /v/ - Video Games

Thread replies: 59
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How do you do linearity right?
>>
Appeal to the crowd that is too dumb to appreciate exploration.

Undertale did this perfectly.
>diverse cast of characters
>sjw themes
>quirky adventure time-esque humor
>sick memes

Tumblr can't identify lazy game design, so they're the perfect group to sell a shitty game to.
>>
Add fun
>>
Play Resident Evil 4 and you'll understand why open world is overrated as fuck.
>>
>>322887740
Collectables with some context on the side, such as journals or things that provide some depth to the narrative, making them optional for those that want to get more invested in the game.

Optional, challenging fights against bosses or tough enemies, anything that isn't just an empty corridor leading to a box of junk, but offers actual gameplay with a worthwhile reward at the end.
>>
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>>322887740
>How do you do linearity right?
You don't. You can't.
This ain't fucking curling.
EVEN if you go for the single start and end, you still want to have at least a tiny bit of branching.

Petting unrelated.
>>
Add a bunch of low quality filler content and repetitive emptiness and hope your consumers are dumb enough to be impressed by quantity over quality.
>>
Lightgun games and rail shooters.
>>
>>322889618
>4 ears
fucking anime
>>
>>322888010
Show me 1 meme that Undertale utilized, I'll wait
>>
>>322889791
>ears
>>
It definitely helps to have a story hook that makes the player feel urgency.
>>
>>322889826
doge
>>
You have to have literally not even played games before to think thats a serious question.
>>
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>>322889618
>4 ears
>>
>>322889850
what the fuck is that on her head then? antennae?
>>
Multiple branching paths that intersect but all lead to the same end.
>>
>>322887740
if you execute the mechanics perfectly you run through the way the fastest. If you fuck up you get stopped and slow down. Simple as that and dont force a slow down unless mistakes were made.
>>
>>322890013
It's funny you say that, because yes.
>>
The way you do linearity is as simple as black on white.

You KNOW what the person is going to be doing, because it's the only thing they CAN do, plan around it.
Enemy placement, events, items, hidden treasures, fucking everything a dev can develop can be built around the experience you are giving as a linear game.

Castlevania is a perfect example of this, the enemies are placed perfectly because it's known where the player will come from, the items are hidden but along the path, no need for sidetracking. The journey is a good one as opposed to most "linear" games that are literally cutscenes with filler gameplay between them.
>>
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>>322887740
This is incredibly easy.
>>
>>322890139
they're not hair?
>>
>>322890139
my point still stands: fucking anime
>>
Create separate stories for the game. Make a few only accessible at the start through options and then while on a specific branch, allow the main story chosen to branch itself into other stories. Each branch should aim to run for at least 6-8 hours on its own in gameplay. Also create collectibles and make them a big deal, so that players can make their own stories. Like how in pokemon the goal is to win the league, but people enjoy catching all the pokemon and breeding all of them. You need a collectible aspect and customization works wonders too. Follow the pokemon model though. Don't let players make war machines with the ability to customize. Force them to experiment and collect to create the war machine.

This can apply to any shooter, beat em up, rpg, adventure game, etc. Just make multiple storylines, and allow players to collect and customize something (only from its basic principles) that is integral to gameplay.

Also no DLC.

Bam. Formula for the best game of all time right there. Literally only needs a story attached to it.
>>
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>>322890332
Nope. She's a psychic/mind-type of demon or whatever flavor they call it in that show.
>>322890403
Yes please.

halfswording unrelated.
>>
>>322890606
this stupid desu, too much bloat an you can do better with a single good story than a dozen mediocre onces

haven't you played RE6?
>>
>>322890696
that disarm at the end was dope as fuck
>>
>>322890696
>attacker goes limp and gives up as soon as he hits the defender
>every
>fucking
>time
>>
>>322890739
Who says the stories would be mediocre?
>>
>>322890696
The only way someone using a sword the "right" way would be able to beat a half sworder would be if his first strike was hard enough to disarm the half sworder. He only gets that first strike because of the longer reach though.
>>
>>322891302
When you're running for quantity, its going to happen
>>
>>322887740
Linear is fine if the core game is fun to play. Just look at Max Payne.

A better questions is how do you do open world right? Because there hasn't been a good open world yet.
>>
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>>322891293
>hurf durf what is sparring?
Seriously, man. What the fuck.

Missile unrelated.
>>
>>322891620
Stalker is like the closet we ever got.
>>
>>322891340
If half-swording is so great, then why didn't swords with an additional mid-grip become the standard?
>>
>>322891624
What the fuck is that missile doing?
>>
>>322891763
Because there is literally no reason to do that, and actually doing it means you have less blade to use. Swords dont cut you simply by holding them.
>>
>>322891624
What is the point of sparring in geberal again?

And can you achieve that in sword sparring effectively?
>>
>>322889959
undertale's maker, tobyfox, is the annoying dog. That shit's been around since before doge was a thing. No dice.
>>
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>>322891895
Oh, you know. Missile stuff.
>>322891950
>what's the point of sparring
I'm not sure if we either vastly differ in our understanding of what training is or if you're just fucking with me.
>>
>>322892156
W-what?
>>
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>right
>not a corridor that loops around and takes you back to a point you've already been

I blame plebs for this
>>
>>322892353
Misquote.
>>322892156 should have responded to >>322892023
>>
>>322892475
I don't know what's worse. How stupid their playtesters are or the fact that valve changed it because a few plebs found it too hard.
>>
>>322887740
FFX.
>>
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>>322887740
Make the game short, add reasons to go back and replay again with lots of NG+ options and bonuses.
>>
>>322892475
>>322892656
>pleb

I think the word you guys are looking for is RETARD.
>>
>>322891359
I feel like that's not true. I feel like that happens because of the strict deadlines for blockbuster titles, and push from corporate to limit the story so that the good ideas can be sold later as DLC.
You can make a game with good story lines that has some length to it.
>>
>>322893038
If I remmeber right this was 2 player aswell, which was an odd unlock for what was sold as a singleplayer only game.
>>
>>322892023
motion capture
>>
>>322892475
To be fair, if you've played Half Life through that area you know that being surrounded by those cave textures with few other references can be really disorienting. Same thing happened in Morrowind and a bunch of games in that era.
>>
>>322890139
fucking anime still
>>
>>322890606
bad bait
>>
>>322889618
It depends on the game really. If it is something like a shmup or a rythm game you can't even have branching.
>>
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>>
Castlevania 1
>>
>>322894090
>Fallout 3 and 4
>Good
>>
>>322893151
Theoretically.
>>
>>322891624
>NOPE.gif
Thread replies: 59
Thread images: 10
Thread DB ID: 369351



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