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FEATURED VOXPOP nick_olsen
Welcome home, Mario; we’ve missed you!
By nick_olsen
Posted on 05/13/13
[ Editor's Note: As Nick Olsen is a writer for Theory of Gaming, this won't be counted in the monthly Vox Pop prize. However, it is very much a worthy read. ] By Nick Olsen Co-founder, Theory of Gaming In 1985 Nintendo started a revolution when it...

GAMING NEWS

Cliff Bleszinski: "Straight Hall, Cutscenes, Straight Hall, Cutscenes..."

Posted on Friday, April 6 @ 15:05:08 Eastern by


In perhaps a bit of self-reflection on his past work with Gears of War and Bulletstorm, Cliff Bleszinki shared his new thoughts on linear game design in an in-depth feature on Epic Games with The Verge:
I always refer to that .gif that went around [comparing the] first-person shooter design of Doom to where we’ve gotten to: straight hall, cutscenes, straight hall, cutscenes, straight hall, cutscene. So many games these days, with their campaigns, feel like the game designer is chasing you with a sharp pointed stick saying,’You will feel something at this moment.’

My favorite games lately are the ones when you come into a hallway and you are like, ‘Oh, how did that dungeon instance turn out for you?’ ‘Oh, well I went in as a mage and I did this or I snuck entirely through that one,’ or, ‘I haven’t even seen that, where is that.’ As opposed to, ‘Yes, I came around the exact same corner, and I saw the exact same tower fall, and I saw the exact same experience.’ And if you look at it from a production standpoint, the fancy falling tower in the scripted experience is actually much more expensive but it yields far less of the actual gameplay.
Now, this isn't to say that linear game design is purposelessmost open-world titles still have a linear story of some kind to anchor the experiencebut more to say that game design is moving more and more toward what designer Chris Crawford calls storyworlds, a universe in which the rules don't restrict the player's experience as much as they bring forth unique experiences for each person. This is a concept that Bethesda thoroughly understand, a complement which Cliff echoes:
[I’m] really realizing that there is a direct correlation, bugs notwithstanding, between how good your game is and how many unique YouTube videos it can yield. And that is one of the mantras I am continuing to hammer.

The amount of viral videos we sent around of Skyrim of millions of wheels of cheese going down a mountain or a frozen bear that flies off into space -- it is just golden. You want a game where programmers are like, ‘How did that happen? Did I even code that?’ That is when things are great and we had that in many ways with Unreal Tournament [with] emerging gameplay [like] teleporting and the translocator. I want to get all of our games back towards that in the future.
I believe the combination of linear and nonlinear storytelling is where the game industry is heading and something that fans crave. Linear games won't be left behind in the slightest, but this is an area of innovation that's sustainable and gives video games more dimension. Cliff Bleszinksi has realized that the future of video games is more upon free will than it is on determinism. People want games where their destiny isn't predetermined now more than ever.

I'll let you ponder what that says about humanity's relationship with reality. (Heavy, I know.)

[Source via NeoGAF]
Related Games:   Bulletstorm, Gears of War 3


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Comments
  • TheJx4
    TheJx4

    Joined: Jun 2011
    Posted: Apr 6th, 2012 at 5:23 pm
    ...Gears 2 comes to mind.

    Forced into cover in a small room/area, kill enemies, cutscene or comm-talk. Wash rinse repeat.
  • 213EDD
    213EDD

    Joined: Sep 2007
    Posted: Apr 6th, 2012 at 6:02 pm
    I think that is what he's talking about
  • TheJx4
    TheJx4

    Joined: Jun 2011
    Posted: Apr 8th, 2012 at 2:26 pm
    I hope so. I mean, it was really bad in Gears 2...a little less in Gears 3.
    I'm really tired of linear games, especially shooters. I finished Uncharted just so I could get it over with. I couldn't stomach the rest of MW3 though.
  • sliverstorm
    sliverstorm

    Joined: Jun 2007
    Posted: Apr 6th, 2012 at 6:19 pm
    I still loved Uncharted.
  • Longo_2_guns
    Longo_2_guns

    Joined: Jun 2003
    Posted: Apr 6th, 2012 at 8:33 pm
    Yeah, I really think that CliffyB and Skyrim really are not the poster children for pushing non-linear gameplay.
  • Chunibrow
    Chunibrow

    Joined: Mar 2010
    Posted: Apr 7th, 2012 at 10:41 am
    How much less linear can you get than Skyrim
  • Lenin17301
    Lenin17301

    Joined: Jan 2007
    Posted: Apr 7th, 2012 at 12:14 am
    I personally enjoy more a game with a fully fleshed storyline (eg Fallout 2, Dragon Age Origins) than doing silly and nonsensical things on a open environment, like that the hundreds of videos of Skyrim glitches or weird engine features. To me, the perfect game is one that combines the sandbox feel with a storyline, the games that exemplify this are GTA Vice City and San Andreas, you can go wild hours without advancing the plot not one bit, but if you want, there's a great, movie-like story waiting for you to finish it.
  • Chunibrow
    Chunibrow

    Joined: Mar 2010
    Posted: Apr 7th, 2012 at 10:42 am
    Also see Red Dead Redemption

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