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By Richard Rouse III
Gamasutra
[Author's Bio]
June 27, 2001

Introduction

Emergence

Implementation

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This feature is an excerpt from Richard Rouse's Game Design Theory and Practice, available from Wordware Publishing.

More information about the book can be found at Paranoid Productions.

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Features

Game Design: Theory & Practice, Chapter Seven
The Elements of Gameplay

Implementation

Odyssey is an extremely non-linear game, allowing the player to solve puzzles in whatever order he chooses and to select which quests he wants to go on. The game almost always provides more than one solution to any given puzzle.

My first game, Odyssey: The Legend of Nemesis, is without doubt the most relentlessly non-linear game design I have ever done, and includes examples of all the types of non-linearity described above. Odyssey is an RPG and takes place on an archipelago that includes seven primary islands for the player to explore. Though the player is required to complete at least one quest on the first island before moving on to the rest of the game, there are two quests, each with multiple solutions from which the player may choose. Indeed, clever players can skip the quests entirely if they figure out how to rob a particular townsperson. From there, the player is able to move freely about the next five islands, picking which ones he wants to explore and which he prefers to just pass through. Indeed, all that is required for the player to reach the seventh island and the end-game is for the player to successfully navigate each island, killing the monsters that get in his way. Of course, killing those creatures is made significantly easier if the player receives the rewards for completing the quests. But if the player so chooses, he can skip the entire middle of the game. Of course, few players have done this, preferring instead to explore the different quests and situations they encounter there. Nearly every single one of these quests has multiple ways for the player to solve it, with his actions having a direct impact on how each of the island's mini-stories resolves. Finally, the game itself has multiple endings for the player to explore, endings which suit the different overall goals the player may have: survival, revenge, or a sort of justice and harmony. Though the game had a very definite story, I am happy to say that I doubt very much that any two players ever experienced it in exactly the same way.
Non-linearity is an extremely powerful tool to use in designing a game, and the descriptions above of the types of non-linearity a designer can employ may seem obvious to the reader. What is astonishing, then, is how many games fail to provide any substantial non-linearity for the player, instead insisting that the player play through the game on a single line from point A to point B. One reason for this is that creating all of these non-linear elements can be quite time consuming. Consider that between point A and B, we have the aforementioned challenges X, Y, and Z, but the player only has to overcome one of these challenges in order to progress, say challenge X. The player can then continue playing through to the end of the game having never interacted with challenge Y or Z. As a non-linear game, that is the player's prerogative. The problem arises when a cost accountant looks at the game and tries to figure out where the game's budget can be trimmed. Well, obviously, if Y and Z are not strictly necessary, why bother having them at all? Why spend a lot of money on the programming, art, and design necessary to get Y and Z working when there's a chance the player will never see them? Unfortunately, accountants are often not in touch with the finer points of game design, and when you say, "But non-linearity is what makes this game great!" they are likely to dismiss you as "difficult."
Non-linearity is also often hard to pull off from a design perspective, certainly harder than simple linearity. This may be another reason why so many designers shy away from it at the first opportunity. Designing numerous obstacles that are different enough to provide variety for players while all applying roughly the same challenge is not an easy task. In the X, Y, and Z challenges example, if Z is significantly easier than X or Y, it is quite likely no one will ever bother with X or Y. In a way, a game with poorly designed choices for the player is nearly as linear as a game without any choices at all. The non-linearity your game provides must be meaningful and useful to the player or it is a waste. Designers who think too highly of their own design skills may also avoid non-linearity in their designs because they want the player to experience every single element of the game they decide to include. "Why spend a lot of time on portions of the game that not everyone will see?" say these egotistical designers, starting to sound a lot like the accountants.

The Purpose of Non-Linearity
It is important to always remember that non-linearity is included in the game to provide the player some meaningful authorship in the way she plays the game. If forced to stay on a specific line to get from the beginning of the game to the end, the player will tend to feel trapped and constrained. The challenges along that line may be brilliantly conceived, but if the player has no choice but to take them on in order, one by one, the fun they provide will be greatly decreased.
Non-linearity is great for providing players with a reason to replay the game. Replaying a game where the player has already overcome all of the challenges is not that much fun. In replaying a more non-linear game, however, players will be able to steer away from the challenges they succeeded at the last time they played and instead take on the games other branches. However, it is important to note that replayability is not the main motivation for including non-linearity in your game designs. I have heard some game designers complain that replayability is unnecessary since so many players never manage to finish the games they start playing anyway. So if they never finish, why add replayability? These designers do not realize that the true point of non-linearity is to grant the player a sense of freedom in the game-world, to let each player have a playing experience unique to himself, to tell his own story. If the player wants to replay the game again, that is fine, but the primary goal of non-linearity is to surrender some degree of authorship to the player.
Furthermore, the contention that players seldom finish games and hence the games do not need to be non-linear is a self-fulfilling prophecy. The reason players fail to finish games is often because they become stuck at one particular juncture in the game. This may be a boss-monster who is too difficult, a puzzle that is too confounding, or merely failing to find the exit from a given area. If the game were more non-linear, however, players would have much less chance of getting stuck at any point in the game, since the variety of paths available would increase the likelihood that the player's unique talents would be sufficient for him to make it successfully past one of them.
At a Game Developers Conference talk entitled "A Grand Unified Game Theory," Noah Falstein suggested that when non-linearity allows the players to tackle a series of required challenges in whatever order they desire, completing one challenge should make the others easier for the player to accomplish. In the case of a collection of puzzles, this can be done by providing the player with a hint about the other puzzles once he completes one of them. In the case of a collection of battles of some sort, this can be done by providing the player with additional weaponry with which to survive the other battles. Whatever the case may be, using this technique increases the chance that the player will be able to overcome the challenges at hand and get on with the game.
A note of caution: all designers should understand that non-linearity is not about having the player wander around the game-world aimlessly. If the game is non-linear to the point where the player has no idea what she is supposed to try to accomplish or how she might go about it, the non-linearity may have gone too far. Often game designers talk up their in-development games by making statements like "In our game-world, the player can do anything they want; there are no restrictions. The game is completely non-linear!" Such a game would likely be completely annoying as well. Of course, by the time these completely non-linear games have shipped most of the non-linearity has been stripped out and the player is left solving puzzles on a rail. Somewhere between on a rail games and total freedom lies an ideal middle ground, where the player is left with a sense of freedom accompanied by a sense of guidance.

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