Chapter 353: Linear, Nonlinear

It wasn't until they all turned on the recording function of their mobile phones that Ye Le temporarily calmed down his somewhat irritable mood and spoke loudly to them. Pen @ fun @ pavilion wWw. biqUgE怂 ļ½‰ļ½Žļ½†ļ½

Sandbox games are also known as "open-scene games", and some people call them "sandbox games". Generally, games have relatively large open-ended scenes, and you can move freely in the game world, and the gameplay is mostly non-linear. ā€

In fact, it means a highly free game, where players can choose the main and side quests at any time, or they can choose to simply hang out and watch the scenery and do nothing.

A game genre in its own right, consisting of one or more map areas, often with action, shooting, fighting, driving, and other elements. Generally, the game map is large, and it is characterized by strong interactivity, rich content, high playability, and high degree of freedom.

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Sandbox games have many typical masterpieces on Earth, such as Minecraft, The Elder Scrolls series, Grand Theft Auto series, Just Cause series, Don't Starve, Interstellar Border, ......

Ye Le's original intention was to let them make a sandbox game, who knew that they added so many irrelevant and even annoying plots to the game, and it also greatly limited the player's "self-play" in terms of the freedom of the game.

The old-fashioned plot, the old-fashioned character settings, and the boring game content make it a linear game, in short: it's better to play Crossfire!

The game made is completely different from what Ye Le expected, and it took more than half a year to make such a game, so it's no wonder that Ye Le is so angry.

"You have a sandbox game with a sandbox setting, but why are you making it a linear game!

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"Ye Dong, what is a linear game, is it a new word you invented, and I have never heard you say it?"

Ye Le carefully searched through the memories of this world, and found that there was indeed no concept of linearity and non-linearity in this world.

Moreover, no one has been able to summarize the concept of sandbox games, so there is a situation where most of today's efforts for most of the year have been wasted.

"Since you don't know, I'll tell you about it. What is linear and what is nonlinear? The most important difference lies in the different settings of "order". ā€

And this sequence contains two dimensions of time and space, and the linear time sequence follows the chronological sequence of development, which is just like our current "Sword and Soul" players have to play with a series of plots triggered by the time sequence we set from the beginning. ā€

"Non-linear time is out of the normal chronological order, and the possibilities are more diverse, flashbacks, interludes, and all kinds of narrative methods beyond imagination. ā€

Linear and non-linear seem quite profound, after all, many people are easily misunderstood when they see the words narrative and time and space, but in fact, with a little concentration, almost everyone can understand it.

"Ye Dong, does this mean that you don't have to complete the main quests and a series of plots that restrict the player's freedom, and you can continue to play?

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Ye Le nodded with satisfaction: "Even if I didn't say it in vain just now, it's true, sandbox games are the representative of non-linear games." In Sword & Soul, we have set up a "card level system", for example, players must reach the corresponding level in order to start the next main story at a certain stage. In sandbox games, there are not so many restrictions. ā€

"Linear spatial sequence refers to advancing in a certain spatial order, while nonlinear spatial sequence gets rid of fixed spatial constraints and explores how to use space in a diversified way. Both dimensions of time and space have an impact on all aspects of a game's design, but in general, spatial order influences level design more, while chronological order influences the game's narrative more. ā€

Linear games, giving users a very low degree of freedom, everything is in the developer's design, and the plot develops in a single line. No matter how the user operates, there is basically nothing to be done about the development of the subsequent plot.

Extreme, such as the mobile game "Rhythm Master", which is now popular in Aurora Games.

In view of the limitations of this kind of game in terms of user experience, many developers in previous lives have sought breakthroughs and developed games with multi-line plots.

Sandbox games give users a high degree of freedom, and even completely open plots, such as Eve.

Of course, this doesn't mean that the more open the better, and it doesn't mean that sandbox games are better than linear games.

In fact, because it is too open, it is difficult for sandbox games to be deeply designed for user experience.

Even the design of a multi-line plot can hardly be considered a success, the developer has paid a huge development price, but players have many plots that have ended before they have been played.

"Combining the linear nonlinearities of the temporal order with the spatial order, we get four combinations: linear space-time, nonlinear space-time, linear temporal and nonlinear spatial order, and nonlinear temporal and linear spatial order. ā€

"Why don't you understand? You first temporarily see linearity as non-free, and nonlinearity as freedom, of course, this view is only temporary, and I will have to go to the meeting later, so you will have to refine it later. ā€

In this way, the spatial order and the level design are interchanged, and the chronological order and the narrative mode are interchanged, and four game modes are derived.

Non-free level design + non-free storytelling.

Free level design + non-free narrative.

Non-free level design + free narrative.

Free level design + free narrative.

And the sandbox game you're going to make now is a game with free level design and free storytelling. Do you understand?"

There are many games with linear levels and narratives, and a large number of action games such as Castlevania: Lords of Shadow and story-focused Japanese/Chinese RPGs use this design.

The combination of non-linear level design and linear storytelling is one of the more common design approaches these days, with the best example being the Assassin's Creed series' combination of main narrative and sandbox gameplay.

The best example of the combination of linear level design and non-linear storytelling is probably the Prince of Persia series, which is the most proficient in the concept of time. Of course, Prince of Persia's fourth game was an attempt to delinearize the series, but unfortunately it lost to Assassin's Creed.

There are relatively few works that are completely non-linear in level design and narrative, and it is worth mentioning the Fallout series, with the exception of "Stanley's Fable", which is difficult to replicate.......

Ye Le looked at his watch, the time was not early, and there was an important meeting that he needed to host later, so he began to wrap up: "

And in this game, I want to see it

Servers with special rules, the data center will be built next month, and you'll have to make me a map that can accommodate hundreds or even thousands of players playing at the same time, with party and voice capabilities. Okay, let's go back and think about it or discuss it with each other, and hopefully the next time I see it won't be this kind of game that makes people angry when they look at it. ā€

That's right, Ye Le intends to learn from the advantages of h1z1, and this requirement is not too much in this world.

Several supercomputers act as servers, and each player's computer configuration and network speed can also keep up with the game, so you can do it freely, and there is no need to worry about this!