Game Design

(Elliott) #1
many developers allowing for non-linear gameplay while constraining their games
to a completely linear story.


  • Multiple Solutions: I discussed above how a well-designed game will enable
    players to come up with their own solutions to the challenges the game presents.
    Not every player will go about solving a situation in the same way, and, given that
    these alternate solutions are reasonable, almost any challenge must have multiple
    ways for players to overcome it. Having multiple solutions to the individual
    challenges within a game is a big part of non-linearity; it enables players to have
    multiple paths to get from point A (being presented with the challenge) and point B
    (solving the challenge).

  • Order: Beyond being able to figure out the solutions to challenges in unique ways,
    players will appreciate the ability to pick the order in which they perform
    challenges. Many adventure games have made the mistake of being overly linear
    by allowing players access to only one puzzle at a given time. In order to even
    attempt a second puzzle, players must complete the first one. That is a linear way
    of thinking, which proves especially frustrating when players get stuck on a
    particular puzzle and, due to the game’s linear nature, can do nothing else until that
    puzzle is solved. Giving players choices of different puzzles to solve allows them to
    put aside a troubling puzzle and go work on another one for a while. After
    completing the second puzzle, players may return to the first refreshed and
    revitalized, and thereby have a better chance of solving it.

  • Selection: Another way of making a game non-linear is to allow players to pick and
    choose which challenges they want to overcome. Say that between point A and
    point B in a game there lies a series of three challenges, X, Y, and Z, which are
    non-order dependent, that is to say, players can do these challenges in any order
    they wish. What if, once players surmount challenge X, they do not have to go back
    and solve challenge Y or Z, they can simply move on to point B in the game,
    perhaps never returning to Y or Z? The same is true if players initially choose to
    tackle Y or Z instead of X. Any one of the choices will allow players to proceed. The
    advantage is that if players find challenge X to be insurmountable, they can try
    challenge Y or Z. This greatly decreases the chance of players becoming
    permanently stuck. It need not be the case that Y is easier than X; the mere fact
    that it is different may allow players a better chance of getting through it,
    depending on their strengths. Other players may find X to be easier than Y or Z, but
    giving players a choice of which challenges they take on allows them to exploit
    their own personal skills to get through the game. Of course, after completing
    challenge X, players may still have the option of going back and completing the Y
    and Z challenges, perhaps just for the fun of it or because overcoming those
    challenges somehow improves their chances down the line. Perhaps completing Y
    and Z gives their player character greater overall experience or riches. This type of
    non-linearity can also be used to add totally optional side-quests to the game.
    These challenges are not strictly required for players to get to the end of the game,
    though they may make it somewhat easier or merely provide an interesting
    diversion along the way. Whatever the case, these optional challenges provide an
    extra degree of non-linearity, further customizing players’ experiences.


120 Chapter 7: The Elements of Gameplay

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