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Linear games with open-ended gameplay

ScOULaris

Member
Since the breakout success of the GTA series, game development has shifted more and more towards an open-world model. This movement has taken hold of not only action/adventure games, but also less likely genres such as racing (Burnout: Paradise) and platforming (Jak II). The problem with this approach to game design is that it takes a great deal of skill (and a little luck) to nail the formula. Rockstar has proved time and time again that they do it better than anyone else, while other developers put out imitations that feel monotonous and empty when compared to the vibrant, immersive, and involving worlds that the Rockstar's games offer to the player. I'm looking at you: Spiderman 2, True Crime series, inFamous, Saints Row... etc.

So that's one approach to offering freedom of choice to the player, but what about linear games with open-ended gameplay? In such games, the plot guides you down a predetermined path but still allows you to be creative with the core mechanics of the game. These types of games can be just as difficult to design as a good open-world game, because nailing core gameplay is what separates the great developers from the rest.

Here are some examples of linear games with open-ended gameplay:

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Psi-Ops: The Mindgate Conspiracy - Here's a game that is completely linear, guiding you down narrow hallways from one confrontation to the next. Despite the straightforward progression of the game's design, it's flexible combat makes it incredibly open-ended. This is one of those games where you can replay the same section repeatedly and have it play out differently every time. Especially once you had acquired all of the psychic powers, finding new ways to dispatch the hapless foot soldiers was incredibly fun and flexible. There's nothing like throwing a crate at someone, setting them on fire while stunned, lifting them up into the air with your mind as they flail about in agony, and then tossing their flaming body at another soldier hiding behind an explosive barrel.

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Metal Gear series - There's no denying that the Metal Gear games are linear, plot-driven experiences, but their subtly open-ended gameplay is the result of a designer (Kojima) who still knows what's important when you're done watching cutscenes. I spent hours on end playing and replaying MGS2's demo section, alone. Since the games give you a plethora of different military instruments, there are always dozens of ways in which you can progress through any section of the game. Of course, you can always go pure stealth and not harm anyone throughout the entire game. If that's not your style, you can go full-on homicidal: attaching C4 to guards' backs, chasing them around with the Nikita missile, sniping them from afar, tranq'ing them and then blowing their brains out while they're unconscious, holding them up at gunpoint and torturing them, distracting them with nudy magazines, snapping their necks, tossing a venomous snake in their face (MGS3), waiting for them to walk over a well-placed claymore mine... the list could go on and on. Without a doubt, the MGS series is one of the best examples of open-ended gameplay in an extremely linear game.

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Devil May Cry 1 and 3 - I'm excluding 2 and 4 because these two games are the ones that really nailed the gameplay for me. I can't think of another linear action game that I dissected as thoroughly as DMC1. I must have played through it on every difficulty five times over, and I loved every second of it. How many linear action games lend themselves to making full-fledged combo videos? That's the sign of incredibly satisfying and flexible core gameplay. Of course, DMC3 ratcheted up the complexity even further, letting you switch guns and melee weapons with a quick button-press. To this day, I think these games still represent the best in pure-action gameplay.

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Any mainline Mario game - The Mario platformers might not seem open-ended at first glance, but allow me to explain. While the 2D Marios might seem to be incredibly linear (run to the right until you get to the flag), it's Nintendo's trademark attention to design that elevates the experience to something much more flexible. The fluid, momentum-based controls are instantly satisfying, and it's just as fun to simply run and jump with Mario as it was 25 years ago. The Mario games are a testament to the power of tight, responsive controls in a videogame, and it's exactly that responsiveness that allows the player to navigate through the mind-bending levels in a variety of ways. Just watch any speedrun through a Mario game, and you'll see that there is legitimate grace on display in the hands of an expert player who is in tune with the game's mechanics and familiar with each and every level of the game. And while the 3D Mario's are a little more wide-open than their 2D counterparts, the core gameplay is still just as flexible. Mario Galaxy 1 and 2 are more linear than 64 and Sunshine, but search Youtube for "jump compilations" to see how the player can use the game's gravity physics to navigate the environments in ways not readily apparent during the first playthrough.

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The Hitman series - Yes, the environments in the Hitman games are large, but the game is still linear in terms of progression. The player must complete each self-contained level in order to advance the story and continue through the game, but how they complete their objectives is incredibly open-ended. Hitman 2 was another example of a demo that had me captivated for hours, and I immediately went out and bought the full game based on my enjoyment of that single level (Anathema). The ranking system encourages players to experiment with different approaches when replaying levels, and the large selection of sleek weaponry that must be procured on-sight appeals to the collector in us all. The games tend to fall slightly short when it comes to production values, but their rewarding gameplay makes up for it in spades. Of course, the trial-and-error nature of the Hitman games keeps them from being enjoyable for everyone, but it really clicked for me.

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What are some other games that achieve the holy grail of offering fun, open-ended gameplay while sticking to a linear design?
 
Deus Ex and Crysis are the ones that immediately come to mind for me. Surprised to not see them mentioned in the OP.
 
ScOULaris said:
Rockstar has proved time and time again that they do it better than anyone else, while other developers put out imitations that feel monotonous and empty when compared to the vibrant, immersive, and involving worlds that the Rockstar's games offer to the player. I'm looking at you: Spiderman 2, True Crime series, inFamous, Saints Row"2"... etc.
This guy..... GTA IV was boring city/side mission wise compared to Saints Row 2. Sorry to sidetrack the original thread...
 
DEUS EX.

Metal Arms kind of feels like this as well. It's obviously linear but most of the situations feel very sandbox.
 
Deus Ex is a good example of this. Many of the "levels" in this game are either a large, open sandbox or a series of smaller sandbox areas. The story is pretty much completely linear, you go from level to level and follow set objectives, but the gameplay is about as open ended as you can get, with many different approaches to each goal and quite often several different paths connecting areas.

The Thief games (well, Thief 1 and 2) have exactly the same design and I believe use the same engine (can anyone confirm?).
 
Bear said:
Deus Ex is a good example of this. Many of the "levels" in this game are either a large, open sandbox or a series of smaller sandbox areas. The story is pretty much completely linear, you go from level to level and follow set objectives, but the gameplay is about as open ended as you can get, with many different approaches to each goal and quite often several different paths connecting areas.

The Thief games (well, Thief 1 and 2) have exactly the same design and I believe use the same engine (can anyone confirm?).
The Thief games share the same engine as System Shock 2 (another great game in this category) but not Deus Ex.
 
Bioshock is a great example of this I think. Areas are large but the progression is highly linear and you are typically given one objective at a time.

Another example of this structure is RE4.
 
ScOULaris said:
Psi-Ops: The Mindgate Conspiracy - Here's a game that is completely linear, guiding you down narrow hallways from one confrontation to the next. Despite the straightforward progression of the game's design, it's flexible combat makes it incredibly open-ended. This is one of those games where you can replay the same section repeatedly and have it play out differently every time. Especially once you had acquired all of the psychic powers, finding new ways to dispatch the hapless foot soldiers was incredibly fun and flexible. There's nothing like throwing a crate at someone, setting them on fire while stunned, lifting them up into the air with your mind as they flail about in agony, and then tossing their flaming body at another soldier hiding behind an explosive barrel.

star-wars-the-force-unleashed-20080221082453419-000.jpg


Honestly the Star Wars: Force Unleashed series was pretty much this game but with lightsaber combat instead of gun combat. Losing the gun combat meant losing the targettin reticule, which meant losing the sense of accurate control over your choices, which is what made Psi-Ops so much fun: http://www.1up.com/do/blogEntry?bId=8882572

That said, you could throw stormtrropers into explosives, throw explosives into stormtroopers, saber-em up, stand there blocking and reflect their own shots at them, etc, etc.

That's why it's aggravating to hear that in the sequel (haven't played it yet) they throw a lot of enemies at you that are vulnerable to only one sort of attack.
 
ChackanKun said:
Too bad F.R.E.E. was forgotten in the oblivion of forgotten good stuff. :(
Uh, wasn't FREE Shenmue's label for QTEs, before QTEs were a thing? They've been anything but forgotten.
 
Yeah well GTAs don't have webswinging, so there

As for Mario I would've said that the linear levels literally have divergences and secrets in the paths of the levels, all the way back to the first game. But being able to jump in an infinite variety of ways works too.
 
Shig said:
Uh, wasn't FREE Shenmue's label for QTEs, before QTEs were a thing? They've been anything but forgotten.

Not only for QTE's but the game genre itself. Though you can argue that GTA III and beyond, such as similar games, are F.R.E.E. humm.

Anyway, the denomination of F.R.E.E. was never used, like RPG or something.
 
Thief: Deadly Shadows is a good example. You have the hub that you can explore, and most of the levels are 'open', though there is a set path that you should follow.
 
Shig said:
Uh, wasn't FREE Shenmue's label for QTEs, before QTEs were a thing? They've been anything but forgotten.
FREE was Shenmue's label for its genre. QTE was the term Shenmue coined for, well, QTEs.
 
Darkshier said:
Saints Row 2 is a much better open world game than cellphone simulator 4.

That ''cellphone simulator'' is a much better open world game than the ''dudebros aroun da block simulator''...
 
Pretty much any properly-done stealth game.

Stealth games by their nature have to offer the player some options. Stealth is no fun if you're forced to do it, only when it's actually a choice does the player get any sense of accomplishment out of it. This is true for Metal Gear, Splinter Cell Chaos Theory, Hitman, Deus Ex, and Crysis.

In general though, the OP's descriptions could technically be applied to any linear game that hasn't turned into a series of scripted set-pieces. That could potentially include most linear games from last gen and earlier before scripted events became all the rage.

Halo for instance, especially Combat Evolved, Halo 3, and ODST, is still linear but doesn't constrict you nearly as much as Call of Duty. Battles are made out to be open tactical challenge that the player must simply get through any way they can.
 
The Last Story's gameplay is like this.

Half Life 2 does this as well, especially once you get the gravity gun.
 
Metalmurphy said:
No one mentinoed Mafia? oO
Having played through Mafia 2, most of those missions are the opposite of open-ended. The most important decision tends to be the type of bullets you'll be using to murder everyone.
 
Wow. I don't agree with your choice of games OP.

Mario, Metal Gear, Devil May Cry and Psi-Ops simply are linear games.
Linear games with open ended gameplay are like Super Metroid, Castlevania Symphony of the night, GTA series, Red Dead, (pretty much all open world games anyways).

Open ended gameplay doesn't mean you can do a part of a level in different ways, using different guns of items, or because it's multiplayer or less predictable. It's not because there's a choice to make that it becomes "open-ended" or else 99% of games out there are "open ended". lol
 
valentine71 said:
That ''cellphone simulator'' is a much better open world game than the ''dudebros aroun da block simulator''...
Calling Saint's Row a dudebros game is laughable, maybe you don't know what a dude bro is? Really though, Saint's Row picked up where San Andreas left off, whereas GTA 4 went in it's own shitty direction.
 
Still don't understand all the love SR2 gets on this board.

Played it on PC and thought the experience was forgettable, maybe because I was on painkillers when playing it.
 
Dilly said:
Still don't understand all the love SR2 gets on this board.

Played it on PC and thought the experience was forgettable, maybe because I was on painkillers when playing it.
Your problem was playing it on the PC when SR2 has one of the worst PC ports of all time. SR2 should be played by everyone for a lesson in how to do co-op gaming right.
 
Just about every Mikami game. At the very least his best ones(Godhand, RE4, Vanquish)
 
Dilly said:
Still don't understand all the love SR2 gets on this board.
Me neither, but that's GAF for you. It's hard to predict which games will be hated and which will be adored by the hivemind.

But I don't want to derail the topic. As for why I didn't include Deus Ex in my examples, it's because I never played it. Yes, I know I should, and I plan to in the near future. But since I never played it, I didn't use it as one of my personal examples.
 
Ranger X said:
Mario, Metal Gear, Devil May Cry and Psi-Ops simply are linear games.
Linear games with open ended gameplay are like Super Metroid, Castlevania Symphony of the night, GTA series, Red Dead, (pretty much all open world games anyways).

Those games are not linear at all. In fact, they are arguably quite the opposite of what is being described here, which is games which feature multiple solutions to challenges presented. Those games you describe are non-linear but present you with challenges that often have specific, singular solutions.
 
The Witcher.

Each chapter is its own little sandbox where you can do tons of side quests, but once you finish the main quests that move you to the next chapter you move on to a new location, replete with it's own explorable area and side quests.
 
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