Original Post
For now I see three main types of plot evolution in a videogame.
- Linear plot line (Yeah, follow the road) -> Shooter and arcade
Where the player have to follow a plot that go straight, forward: event after event.
Examples: Assassin Creed series, Prince of Persia series, Bioshock.
Pros:
When he finish the player can feel completeness since he had played ALL the game.
It's easier to concentrate on only one storyline.
Cons:
The player may feel less control on the story.
- Multilinear plot line (choice and consequenses). -> Bioware RPG
Where the story branches in two or more plotline. This can allow choice and consequence (if the consequence of a choice is irrilevant to the plot line, the plot could rimain mono linear)
Examples: Dragon Age, Mass Effect (I and II), Alpha Protocol.
Pros:
Freedom: the player can take choices and see their consequenses.
The player has to play more times to see ALL the game. (this can be also a Con, depends on the player types)
Cons:
Creating two or more storyline needs more time, and there's an hazard: one of the plot line can be poorer than the others.
- Sandbox -> Bethesda RPG
Sandbox we give the player a setting, and he may choose where to go first. This type of plot line can melt with the two before since in a setting there can be more indipendent linear or multilinear plot line. Also Dragon Age (with its multilinear plot) has some sandbox features.
Example: Oblivion, Fallout (Bethesda) you can choose where to go first, but every quest has indipendent mono linear plot, and they have no relation with each other. You can try the main plot years after the begininng of the story, but you will find no problem for coming late.
Pros:
There's the freedom to choose where to go first, but with no consequences this sense of freedom can be flawed.
The player can take his time to choose and try the quest he want.
The player can experience ALL the possibility of the game in playing only one time.
Cons:
Level scaling can become a mess since we don't know where the player will go first. For example there was many critics on the random encounter in Oblivion.
It can be difficult to organize all the indipendent plot lines and set them as a congruent whole story.
*Story creator games.
There are games who create stories. Such Sims or Civilization where every time you play you go through a different story, but these are out of topic since this feature is more game related than story related.
Seems that RPGs focus more on multilinear and sandbox plots, while other type of games such as arcade adventure or shooters focus on linear plot lines. Maybe it's caused by the type of players enjoying them. For example maybe the RPGers prefers to take choices, while the arcaders/shooters want to enjoy all the game playing it only one time.
So, do you think that one type of plot is better than the others? Do you see any other pros and cons? Or... do you see any other plot types?
- Linear plot line (Yeah, follow the road) -> Shooter and arcade
Where the player have to follow a plot that go straight, forward: event after event.
Examples: Assassin Creed series, Prince of Persia series, Bioshock.
Pros:
When he finish the player can feel completeness since he had played ALL the game.
It's easier to concentrate on only one storyline.
Cons:
The player may feel less control on the story.
- Multilinear plot line (choice and consequenses). -> Bioware RPG
Where the story branches in two or more plotline. This can allow choice and consequence (if the consequence of a choice is irrilevant to the plot line, the plot could rimain mono linear)
Examples: Dragon Age, Mass Effect (I and II), Alpha Protocol.
Pros:
Freedom: the player can take choices and see their consequenses.
The player has to play more times to see ALL the game. (this can be also a Con, depends on the player types)
Cons:
Creating two or more storyline needs more time, and there's an hazard: one of the plot line can be poorer than the others.
- Sandbox -> Bethesda RPG
Sandbox we give the player a setting, and he may choose where to go first. This type of plot line can melt with the two before since in a setting there can be more indipendent linear or multilinear plot line. Also Dragon Age (with its multilinear plot) has some sandbox features.
Example: Oblivion, Fallout (Bethesda) you can choose where to go first, but every quest has indipendent mono linear plot, and they have no relation with each other. You can try the main plot years after the begininng of the story, but you will find no problem for coming late.
Pros:
There's the freedom to choose where to go first, but with no consequences this sense of freedom can be flawed.
The player can take his time to choose and try the quest he want.
The player can experience ALL the possibility of the game in playing only one time.
Cons:
Level scaling can become a mess since we don't know where the player will go first. For example there was many critics on the random encounter in Oblivion.
It can be difficult to organize all the indipendent plot lines and set them as a congruent whole story.
*Story creator games.
There are games who create stories. Such Sims or Civilization where every time you play you go through a different story, but these are out of topic since this feature is more game related than story related.
Seems that RPGs focus more on multilinear and sandbox plots, while other type of games such as arcade adventure or shooters focus on linear plot lines. Maybe it's caused by the type of players enjoying them. For example maybe the RPGers prefers to take choices, while the arcaders/shooters want to enjoy all the game playing it only one time.
So, do you think that one type of plot is better than the others? Do you see any other pros and cons? Or... do you see any other plot types?