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From Mass Effect to Skyrim, modern RPGs go to great lengths to merge linear, carefully crafted narrative with dynamic, emergent gameplay. Hundreds of thousands of man-hours are poured into these incredibly complex works, all in the effort to create a believable, cohesive story while giving players a sense of freedom in the way they play their game. The results of these efforts have been best-loved play experiences video games have offered.
But the goal of marrying linear narrative to dynamic gameplay is not out of reach for developers that don't have the resources to create such complex systems. No game shows this better than the classic RPG Chrono Trigger. Crafted by Square's "Dream Team" of RPG developers, Chrono Trigger balances developer control with player freedom using carefully-designed mechanics and a modular approach to narrative.
Dynamic World, Linear Dungeons
There are several distinct narrative sections of the game, many of which are required to complete the game. During the first half of the game, these sections are all mandatory and linear, taking the player on a predetermined journey from their home in 1000 A.D. through several different time periods until they find The End of Time.
After completing this mandatory introduction, which welcomes players into the world, gameplay, and story of Chrono Trigger, they're free to access any time period they have previously visited and travel around the world map freely.
By allowing the players to travel freely through time and space, the developers opened up the game world to exploration. Although most optional narrative sections are inaccessible until the player finds the Epoch -- a time machine which also allows for fast travel through the game world -- the player is allowed to find their own way through the main narrative with minimal interference.
This is largely because the enemy encounters in the game are limited to specific dungeons and are not placed in the world map, so that even if players visit an area out of the critical path, they can experience some content and explore much of the map. Similarly, players with high-level characters can revisit earlier sections of the game without being continually hassled by low-level encounters.
This is in direct contrast to games that include enemy encounters throughout the game world; the default at the time Chrono Trigger was released was random battles every few steps. Whether or not a game features random battles, encounters discourage players from exploring the world map lest they wander into an area with high-level enemies.
In many cases, these areas are not even clearly marked, making exploration a risky business until players reach high levels for that area or the game overall. To make matters worse, low-level, unrewarding encounters must be completed regardless of player level, making exploration a hassle. By eliminating these complications, Chrono Trigger encourages players to explore the game on their own terms.
This is most obvious once the player completes the Zeal narrative section, acquires the Epoch, and obtains wings for it. With unimpeded travel through time and space, the map completely opens up to the player, allowing them to complete optional narrative sections at any time.
Even before the player is given narrative hints on where to find these dungeons, they can simply fly around the relatively small overworld and find them. These dungeons are also fairly simple to find; for example, a lone factory on an island in 2200 AD contains an optional dungeon based around the character Robo. Simply by flying around in the Epoch, the player can find several of these dungeons and complete them.
 Robo's optional character arc can be completed any time after the Epoch gets wings, allowing more insight into his past.
By focusing on linear gameplay inside dungeons, the developers of Chrono Trigger were able to give players the freedom to choose to experience or not experience entire sections of narrative, in any order they wish. This modular style of narrative allowed the developers to create linear character arcs and subplots while still giving players freedom within the overall narrative.
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edit: Also, the Nexus and the End of Time are obviously the same place, and the Lord Vessel is a portable version of the Epoch.
Many RPG diehards wanted harder games. Often when you get to the point where regular attacks kill everything it becomes a point of why am I even fighting regular monsters anymore?
Level scaling fixed this, maybe not always the most elegantly, but a decent band-aid at least. One thing people never take into account is mobs only grow more powerful in a linear sense, while usually players grow both linearly and horizontally in power.
The first game that comes to mind is Oblivion, enemies were always within your level range. This didn't stop your character from becoming a god eventually (Skyrim has this problem as well). Not to mention that contextually it made no sense. At higher levels you'd wander into a dungeon and find a 'Starving Bandit' dressed in a complete set of gold Dwarven armor.
And for all the complaining about Oblivion, none of my four or five characters ever encountered enemies that were that unrealistic. When Skyrim would be discussed, and the developers assured everyone that there was little level scaling, I kept being confused why it was ever a point of contention. All in all, it made the experience very even for me, with little being too routine or easy.
EDIT: I did like what was there, just wanted a lot more.
In hindsight, it's easy to say that Chrono Trigger was a bit limited, and that's true. It's a short game, and a relatively easy one. With even a little grinding, the difficulty curve can be almost completely broken. There are a few outcomes in the story here and there, as well as the aforementioned endings, but it doesn't compare to the C&C provided in later games. However, considering when it was developed, and the people behind it, I think it demonstrates a very careful mastery of design that few other titles possess - and that it was one of the first games to do this all is even more impressive.
People want to make and buy and play huge, epic, grand games with zillions of hours of gameplay, and that's fine. But Chrono Trigger sparkles in part because it's so compressed. It's the only JRPG I've ever completed not because the others are longer -- CT takes me 10-15 hours, I rarely make it 10 in others -- but because its compression leaves no gaping voids I have to slog across to get to the next bit of candy.
But I have to say, this article was a great critique of some of the most important (but not obvious) systems in a true classic of the genre.
To me that seems like a bad design decision. I don't see how it's 'good' nor barely even worth mentioning that a game allows me to repeat content with even less effort. Imagine that as a bullet point on the box cover. How would you explain that?
*Go back and cover the same ground you did earlier in the game with even LESS difficulty!
The problem is that a game is the sum of many parts and at some point in the design you have to have something that causes that sum to be greater than the whole. Whether it's a new weapon mechanic (gravity gun in HL2, Shock-Combo in UT), movement mechanic, (dodging in UT, hammer jump in UT, TRANSLOCATOR! in UT, rocket jump in Quake, skiing in Tribes) story-telling for which writing is almost solely responsible, but definitely requires skillful artistic in-game representation. The list is surely longer than that, but you get my point. You have to have a seed of brilliance somewhere (anywhere I maintain), and then everything else has to help that seed germinate.
In my opinion, this is where it shined the brightest - imagine how painful Truce Canyon would be if the designers had used random encounters instead. Black marks like that prevent a lot of wonderful games from becoming true classics. However, I didn't go into this originally because I thought it was a bit too tangential to the rest of the article.
It's still a good example of how CT's encounter system saved the game from tedium. If Truce Canyon had random battles that scaled to my difficulty level, I would have given up in frustration.
As it was, it was something you could blast through in about sixty seconds.
http://www.etc.cmu.edu/etcpress/content/chrono-trigger-francisco-souki
edit: I could read it finally. Thx