Linear Rpg

Shuji

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Hello everyone, I'm having really a hard time designing a linear rpg that doesn't feel like a straight corridor.


Nowdays I don't see many linear rpgs, I'm way too familiar with open-world rpgs and mmorpgs and the only linear rpgs that comes to my mind are the late final fantasy ( X or XIII ), but their level design is horrible in my opinion. ( And FFX is my favorite final fantasy even though I hate its linearity )


My question is: How can I make a linear rpg without it being a straight corridor?


I don't want to build a world map, but I also don't want my player to feel like he has only one path to take. 


Any suggestions? 
 

TheOriginalFive

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Try to have the main story be simple enough to take place in a single region, such as a city. In my case the game focuses on four heroes' attempt to stop a robotic madman from taking over.
 

Clovejar

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Imo there's nothing inherently wrong with a one-track game. And the difference between that type of linear game and a 'straight corridor' is in how interesting the individual sections of the path are, and what they have to offer in terms of atmosphere, content, variation, pacing =P (although bear in mind my experience with rpgmaker games is mostly in the horror genre, not so much rpg's... However the same principles might apply.)


Games like Ib, The Witch's House etc. are all very linear* in that you move from one set piece to another without going back. But they don't ever feel like they're just a corridor. They're more of an experience, unravelling linearly like a movie, because they have strong stories to tell, and the theme of each area is so unique and intriguing. Basically you enjoy being at every step of the path.


(*That said I don't think the games I mentioned are ~totally~ linear, it's more like they're split up into small areas that link together in linear fashion? Idk.)


I think well-paced story, detail-rich environment, contrast between levels, and a sense of "travel" despite linearity can really make a game great! 
 
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Fermmoylle

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What about a straight corridor with rooms on its side, but no other corridors? It would be something like this:


| | |
------------------------------
| |


You may never explore those rooms, but they are there and offer something more.
 

Pine Towers

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Metroid Prime is an example of linear game that isn't "linear". It doesn't have to be a bee line from Start to Finish. Having a central hub with corridors that unlock after certain plot points. Pokémon does this too.
 

Wavelength

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Undertale did a pretty good job with this recently, and I think Tales of Graces is another good example (being a departure from a series that normally uses a world map).  I feel two very useful things you can do are to have interesting things all over for players to find (not just treasure chests and such, but little experiences or curiosities), and to occasionally send the player back to places they've already been (so it doesn't feel like "go to point A, ok now to point B, now to point C..." but instead feels more like a reasonable world you have to traverse and do things in).
 

sabao

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As far as adapting design ideas to RPG Maker goes, you may want to look into older titles. FFX uses visuals and tech that don't really match what RM can offer, so visual design has to be handled differently.


As stated earlier, Pokémon is a good example. There's also Secret of Mana and Zelda: A Link to the Past. They're visually close to what RM provides out of the box, without feeling as constricting as say, FFX or FFXIII were.


The secret to both is the illusion of choice: your maps can have more than one path, just that some of them may be dead ends (with treasure!) or inaccessible, at least until plot dictates you can proceed (there's a tree in the way! We need that TM that teaches Cut!). 
 

Shuji

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Thanks for the suggestions guys!


I like the idea of having one or more central hubs that connects to the story, so the player must return there in some point of the story and will have multiple things to do. 
 

sabao

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Thanks for the suggestions guys!


I like the idea of having one or more central hubs that connects to the story, so the player must return there in some point of the story and will have multiple things to do. 


That would be something more akin to Radiata Stories, or MMOs like Phantasy Star Online or even Monster Hunter or Final Fantasy Explorers. 


PSO and Monster Hunter don't care very much about piecing locales together, but new ones are unlocked from the hub as the player progresses. Traveling is very menu-based (usually there's a mission counter that you travel from) so you do without a world map or the need to fill out the spaces between important locations. I believe FFX-2 did the same thing?


Radiata Stories and FFE have a home city you'll always head back to because the plot does focus on more local events and not worldwide things, so travel is usually only limited to areas nearby. It's a pretty approach but you'll have to plan ahead of time how to connect maps to one another, much like in any other RPG, except smaller in scope.
 
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Shuji

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I still haven't written the story, however I don't want anything huge like "saving the world". I think I'll focus more on one single region 
 

Wavelength

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Thanks for the suggestions guys!


I like the idea of having one or more central hubs that connects to the story, so the player must return there in some point of the story and will have multiple things to do


That is specifically the opposite of a linear game!  You've said "linear" several times now - maybe you're using the wrong phrase?  What do you actually want to be "linear" (without multiple paths, without multiple progression options) in your game?
 

Shuji

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Yeah, maybe I'm using the wrong word. 


What I want is to have the player follow the story as I want, but I'd like for them to have some other things to do like exploring and finding secrets I guess? 
 

sabao

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I think that's called an RPG. As in, a large portion of every commercial RPG out. "Other things" are called side quests.
 

Azurecyan

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Nier is probably another example of a linear game imo. Though you have choices of what you want to do first in the main story, it all ends the same since you'll be doing the second choice next anyways. You get to travel to the other towns nearby and start sidequests if you'd like. I think a good linear RPG allows you to do other things besides the main story, while keeping the main story the same with no variation. It's similar to reading a novel with other small books by it's side. The small books are little quests that don't pertain to the story(or has character backstory and background) which you can read, while the novel itself is the main story that's linear. Like @Fermmoylle said, it's like a long corridor with rooms which you can visit if you'd want.
 

Wavelength

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Yeah, maybe I'm using the wrong word. 


What I want is to have the player follow the story as I want, but I'd like for them to have some other things to do like exploring and finding secrets I guess? 


Okay, yeah, so depending on the amount of exploring and non-main-quest action the player can partake in, and (this is really important) how much control the player has over when they can partake in these things, the game will be considered either mostly linear or mostly non-linear.


On the mostly linear side of things (Star OceanFinal Fantasy 6Grandia) you as a designer are not unlocking areas or additional content until the player plays through the main story to a point that those areas are now relevant.  Most players will find them in approximately the same order.  To make it feel like "less of a straight corridor", you can make the areas large and heavily explorable (in the sense of players can wander off the main path but don't need to), and add things like sidequests or even a few main plot objectives that require traveling back to towns you've already visited.  These games and their activities are often driven by plot.


On the mostly non-linear side of things where things are still structured around a linear main story (Persona 3Recettear, story-oriented Civilization mods), you are giving the player the freedom to do nearly anything they want with their time, participating in activities that are somewhat divorced from the main story objective.  Along the way, assuming the player is finding success rather than game overs, you tell the story in a linear fashion, unlocking a few extra elements that would only make sense once a certain part of the story has been reached.  The main thrust here is that at least most of the time, the player can choose between entirely different activities that all feel like a "correct" way to play the game, which is a lot different than simply having a sidequest or minigame along the way as a diversion.  You want a lot of different areas to be open to exploration and activity at any given time and you don't want the player to ever feel like they're "wasting" time participating in them.  These games and their activities are often driven by time or exploration.


In the middle (Dark CloudJade CocoonRogue Galaxy) you unlocking locations in a fixed order and telling the story as the player completes them, but introducing large numbers of optional objectives, deep side activities, and a big, replayable (often semi-randomized) world in which to do them.  An objective might be "construct a temple to move on with the plot" but instead of your characters saying "let's get the one necessary ingredient by killing the boss in the nearby dungeon", you might be tasked with finding easily-gatherable materials throughout the world and finding one of several people who can help build the temple.  These games and their activities are often driven by objectives and gameplay.


It all comes down to what kind of experience you want for the player.  Be sure you can verbalize that experience, because if it's something that's nebulous, or only in your head, you are not going to be able to focus on making the best form of that experience possible.  In any case, I hope this helps you figure out what kind of linearity and freedom you want to allow in your game!
 

Shuji

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Thanks for the reply, I think it's more clear to me what kind of game I want to make. 


I'll look how the games you mentioned like Star Ocean or FF do things, to get a better grasp of the concept.


Thank you^^ 
 

Phonantiphon

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What you're describing sounds very like Dragon Age: Inquisition.


It gives the illusion of being and "open world" game but it is in fact basically a hub-and-spoke set up that, for all it's null choice and "real" choice, leads you inexorably by the nose to a conclusion.


That conclusion may take a certain shape on the basis of decisions you have made, but ultimately you can't not get to that conclusion. The method employed is very well executed, but you are nevertheless placed upon a path at the beginning that plays out until the end.


Compare and contrast with, say, Oblivion - or indeed with Visual Novels; not RPGs granted, but nevertheless they exhibit varying degrees of linearity, within certain fairly narrow parameters.


bear in mind that the less choice - (or "illusion of choice" that you give the player, the harder you have to work to make them invest in the story you are telling them.


Also: Nobody likes a door that they can't get into... ;)
 

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