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video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedba ...
with nonlinear gameplay presents players with challenges that can be completed in a number of different sequences. Each player may take on (or even encounter) only some of the challenges possible, and the same challenges may be played in a different order. Conversely, a video game with linear gameplay will confront a player with a fixed sequence of challenges: every player faces every challenge and has to overcome them in the same order. A nonlinear game will allow greater player freedom than a linear game. For example, a nonlinear game may permit multiple sequences to finish the game, a choice between paths to victory, different types of victory, or optional side- quests and subplots. Some games feature both linear and nonlinear elements, and some games offer a sandbox mode that allows players to explore an open world game environment independently from the game's main objectives, if any objectives are provided at all. A game that is significantly nonlinear is sometimes described as being open-ended or a sandbox, and is characterized by allowing players to measure progress through self-determined goals, independent of scripted game elements.


Level design

A game level or
world In its most general sense, the term "world" refers to the totality of entities, to the whole of reality or to everything that is. The nature of the world has been conceptualized differently in different fields. Some conceptions see the worl ...
can be linear, nonlinear or interactive. In a linear game, there is only one path that the player must take through the level, however, in games with nonlinear gameplay, players might have to revisit locations or choose from multiple paths to finish the level. As with other game elements, linear level design is not absolute. While a nonlinear level can give the freedom to explore or backtrack, there can be a sequence of challenges that a player must solve to complete the level. If a player must confront the challenges in a fixed order nonlinear games will often give multiple approaches to achieve said objectives. A more linear game requires a player to finish levels in a fixed sequence to win. The ability to skip, repeat, or choose between levels makes this type of game less linear. '' Super Mario Bros.'' is an early example of this, where the player had access to warp zones that skipped many levels of the game. In some games, levels can change between linear design and free roaming depending on the objective of the stage. '' Super Mario 64'' is an example where the main stages are free roam, while the levels where Bowser is encountered follow a straight path to the end.


Open worlds and sandbox modes

When a level is sufficiently large and open-ended, it may be described as an open world, or "sandbox game", though this term is often used incorrectly. Open-world game designs have existed in some form since the 1980s, such as the space trading game '' Elite'', and often make use of procedurally generated environments. In a game with a sandbox
mode Mode ( la, modus meaning "manner, tune, measure, due measure, rhythm, melody") may refer to: Arts and entertainment * '' MO''D''E (magazine)'', a defunct U.S. women's fashion magazine * ''Mode'' magazine, a fictional fashion magazine which is ...
, a player may turn off or ignore game objectives, or have unlimited access to items. This can open up possibilities that were not intended by the game designer. A sandbox mode is an option in otherwise goal-oriented games and is distinguished from open-ended games that have no objectives, such as '' SimCity'', and '' Garry's Mod''.


Branching storylines

Games that employ linear stories are those where the player cannot change the story line or ending of the story. Many video games use a linear structure, thus making them more similar to other fiction. However, it is common for such games to use
interactive narration Narrative structure is a literary element generally described as the structural framework that underlies the order and manner in which a narrative is presented to a reader, listener, or viewer. The narrative text structures are the plot and t ...
in which a player needs to interact with something before the plot will advance, or nonlinear narratives in which events are portrayed in a non-chronological order. Many games have offered premature endings should the player fail to meet an objective, but these are usually just interruptions in a player's progress rather than actual endings. Even in games with a linear story, players interact with the game world by performing a variety of actions along the way. More recently, some games have begun offering multiple endings to increase the dramatic effect of moral choices within the game, although early examples also exist. Still, some games have gone beyond small choices or special endings, offering a branching storyline (also known as an interactive narrative outside of a video game context), that players may control at critical points in the game. Sometimes the player is given a choice of which branch of the plot to follow, while sometimes the path will be based on the player's success or failure at a specific challenge. For example, Black Isle Studios' ''
Fallout Nuclear fallout is the residual radioactive material propelled into the upper atmosphere following a nuclear blast, so called because it "falls out" of the sky after the explosion and the shock wave has passed. It commonly refers to the radioac ...
'' series of role-playing video games features numerous quests where player actions dictate the outcome of the story behind the objectives. Players can eliminate in-game characters permanently from the virtual world should they choose to do so, and by doing so may actually alter the number and type of quests that become available to them as the game progresses. The effects of such decisions may not be immediate. Branches of the story may merge or split at different points in the game, but seldom allow backtracking. Some games even allow for different starting points, and one way this is done is through a character selection screen. Despite experimenting with several nonlinear storytelling mechanisms in the 1990s, the game industry has largely returned to the practice of linear storytelling. Linear stories cost less time and money to develop, since there is only one fixed sequence of events and no major decisions to keep track of. For example, several games from the '' Wing Commander'' series offered a branching storyline, but eventually they were abandoned as too expensive. Nonlinear stories increase the chances for bugs or absurdities if they are not tested properly, although they do provide greater player freedom. Some players have also responded negatively to branching stories because it is hard and tedious for them to experience the "full value" of all the game's content. As a compromise between linear and branching stories, there are also games where stories split into branches and then fold back into a single storyline. In these stories, the plot will branch, but then converge upon some inevitable event, giving the impression of a Nonlinear gameplay through the use of nonlinear narrative, without the use of interactive narratives. This is typically used in many
graphic adventure game An adventure game is a video game genre in which the player assumes the role of a protagonist in an interactive story driven by exploration and/or puzzle-solving. The genre's focus on story allows it to draw heavily from other narrative-based m ...
s. A truly nonlinear story would be written entirely by the actions of the player, and thus remains a difficult design challenge. As such, there is often little or no story in video games with a truly nonlinear gameplay. '' Facade'', a video game often categorized as an
interactive drama Interactive storytelling (also known as interactive drama) is a form of digital entertainment in which the storyline is not predetermined. The author creates the setting, characters, and situation which the narrative must address, but the user ( ...
, features many branching paths that are dictated by the user's text input based on the current situation, but there is still a set number of outcomes as a result of the inherent limitations of programming, and as such, is non-linear, but not entirely so.


Visual novels

Branching storylines are a common trend in
visual novel A , often abbreviated as VN, is a form of digital semi-interactive fiction. Visual novels are often associated with and used in the medium of video games, but are not always labeled as such themselves. They combine a textual narrative with sta ...
s, a subgenre of interactive narrative and adventure games. Visual novels frequently use multiple branching storylines to achieve multiple different endings, allowing non-linear freedom of choice along the way. Decision points within a visual novel often present players with the option of altering the course of events during the game, leading to many different possible outcomes. Visual novels are popular in
East Asia East Asia is the eastern region of Asia, which is defined in both geographical and ethno-cultural terms. The modern states of East Asia include China, Japan, Mongolia, North Korea, South Korea, and Taiwan. China, North Korea, South Korea ...
, especially in
Japan Japan ( ja, 日本, or , and formally , ''Nihonkoku'') is an island country in East Asia. It is situated in the northwest Pacific Ocean, and is bordered on the west by the Sea of Japan, while extending from the Sea of Okhotsk in the n ...
where they account for nearly 70% of personal computer games released there. A recent acclaimed example is '' 999: Nine Hours, Nine Persons, Nine Doors'', where nearly every action and dialogue choice can lead to entirely new branching paths and endings. Each path only reveals certain aspects of the overall storyline and it is only after uncovering all the possible different paths and outcomes through multiple playthroughs that everything comes together to form a coherent well-written story. It is not uncommon for visual novels to have morality systems. A well-known example is the 2005 title '' School Days'', an animated visual novel that Kotaku describes as going well beyond the usual "black and white choice systems" (referring to video games such as '' Mass Effect'', '' Fallout 3'' and '' BioShock'') where you "pick a side and stick with it" while leaving "the expansive middle area between unexplored." ''School Days'' instead encourages players to explore the grey, neutral middle-ground in order to view the more interesting, "bad" endings. It is also not uncommon for visual novels to have multiple protagonists giving different perspectives on the story. C's Ware's '' EVE Burst Error'' (1995) introduced a unique twist to the system by allowing the player to switch between both protagonists at any time during the game, instead of finishing one protagonist's scenario before playing the other. ''EVE Burst Error'' often requires the player to have both protagonists co-operate with each other at various points during the game, with choices in one scenario affecting the other. '' Fate/stay night'' is another example that features multiple perspectives. Chunsoft sound novels such as '' Machi'' (1998) and '' 428: Shibuya Scramble'' (2008) develop this concept further, by allowing the player to alternate between the perspectives of several or more different characters, making choices with one character that have consequences for other characters. ''428'' in particular features up to 85 different possible endings. Another approach to non-linear storytelling can be seen in ''
Cosmology of Kyoto ''Cosmology of Kyoto'' is an adventure game developed by Softedge and published by Yano Electric. It was released for Japan in 1993, and then in North America, for the Macintosh in 1994 and then for the PC in 1995.
''. The game lacks an overall plot, but it instead presents fragmented narratives and situations in a non-linear manner, as the player character encounters various non-player characters while wandering the city. These narratives are cross-referenced to an encyclopedia, providing background information as the narratives progress and as the player comes across various characters and locations, with various stories, situations and related information appearing at distinct locations.''AUUG Conference Proceedings'', September 1995
pages 398-399
/ref> It provides enough freedom to allow for the player to experiment with the game, such as using it as a resource for their own role-playing game campaign, for example.


Role-playing games

Branching storylines are also often used in role-playing video games (RPGs) to an extent. An early example, published in 1999, is the
fantasy Fantasy is a genre of speculative fiction involving magical elements, typically set in a fictional universe and sometimes inspired by mythology and folklore. Its roots are in oral traditions, which then became fantasy literature and d ...
role-playing game '' Might and Magic VII: For Blood and Honor'', where players have to choose between Light and Dark. While the dark side wants to destroy the world of Enroth, the light side tries to save it. The choice determines which grandmaster levels the player characters can obtain and the quests they have to do in that part of the game. Earlier in the game, the player already has to choose sides in a border conflict between Elves and Humans, or remain neutral. This affects the flag in their Castle Harmondale and a few quests, but not the outcome. A second example is Obsidian Entertainment's '' Fallout: New Vegas'', where the player's decisions influence whether one of three different factions gain control of the area surrounding post-apocalyptic
Las Vegas Las Vegas (; Spanish for "The Meadows"), often known simply as Vegas, is the 25th-most populous city in the United States, the most populous city in the state of Nevada, and the county seat of Clark County. The city anchors the Las Veg ...
. These factions include Caesar's Legion, a group of
Roman Roman or Romans most often refers to: * Rome, the capital city of Italy * Ancient Rome, Roman civilization from 8th century BC to 5th century AD *Roman people, the people of ancient Rome *''Epistle to the Romans'', shortened to ''Romans'', a lett ...
-esque slavers; the New California Republic (NCR), an expansionist military government; and Mr. House, the enigmatic ''
de facto ''De facto'' ( ; , "in fact") describes practices that exist in reality, whether or not they are officially recognized by laws or other formal norms. It is commonly used to refer to what happens in practice, in contrast with '' de jure'' ("by l ...
'' ruler of New Vegas, in command of an army of robots that patrols the city. Each of the three sides aim to control Hoover Dam, which is still operational and supplying the American Southwest with power and clean, non-irradiated water; thus, control of the dam means effective control of the region. A fourth option, siding with a robot named Yes Man and prevailing upon or eliminating the other faction leaders, enables the player to go solo and take over the Hoover Dam for themselves. Another RPG example is tri-Ace's '' Star Ocean'' series, where the storyline is not affected by moral alignments like in other role-playing games but, inspired by dating sims, by friendship and relationship points between each of the characters.Brendan Main
Hooking Up in Hyperspace
'' The Escapist''
'' Star Ocean: The Second Story'' in particular offers as many as 86 different endings with hundreds of permutations, setting a benchmark for the number of possible outcomes of a video game. Another unique variation of this system is the '' Sakura Wars'' series, which features a
real-time Real-time or real time describes various operations in computing or other processes that must guarantee response times within a specified time (deadline), usually a relatively short time. A real-time process is generally one that happens in defined ...
branching choice system where, during an event or conversation, the player must choose an action or dialogue choice within a time limit, or not to respond at all within that time; the player's choice, or lack thereof, affects the player character's relationship with other characters and in turn the direction and outcome of the storyline. Later games in the series added several variations, including an action gauge that can be raised up or down depending on the situation, and a gauge that the player can manipulate using the analog stick depending on the situation. A similar type of conversation system later appeared in a more recent action role-playing game also published by Sega, '' Alpha Protocol''. Another unique take on the concept is combining non-linear branching storytelling with the concepts of time travel and parallel universes. Early attempts at such an approach included Squaresoft's ''
Chrono Chrono may refer to: Prefix ''chrono-'' a Greek combining form relating to time *chronometry, science of the measurement of time *"chrono", colloquialism for chronograph in watch and clock collectors' language Games *Chrono (series), ''Chrono'' ...
'' role-playing game series (1995–1999) and ELF's
visual novel A , often abbreviated as VN, is a form of digital semi-interactive fiction. Visual novels are often associated with and used in the medium of video games, but are not always labeled as such themselves. They combine a textual narrative with sta ...
'' YU-NO: A girl who chants love at the bound of this world'' (1996). ''
Radiant Historia is a role-playing video game co-developed by Atlus and Headlock for the Nintendo DS. It was released in Japan in 2010 by Atlus, and in North America in 2011 by their subsidiary Atlus USA. An expanded remake for the Nintendo 3DS, titled ''Radia ...
'' takes it further by giving players the freedom to travel backwards and forwards through a timeline to alter the course of history, with each of their choices and actions significantly affect the timeline. The player can return to certain points in history and live through certain events again to make different choices and see different possible outcomes on the timeline. The player can also travel back and forth between two parallel timelines, and can obtain many possible parallel
endings End, END, Ending, or variation, may refer to: End *In mathematics: **End (category theory) ** End (topology) **End (graph theory) ** End (group theory) (a subcase of the previous) **End (endomorphism) *In sports and games ** End (gridiron footbal ...
. The PSP version of ''
Tactics Ogre is a 1995 tactical role-playing game developed and published by Quest Corporation for the Super Famicom. It was later ported to the Sega Saturn (1996) and the PlayStation (1997), the latter released in North America in 1998 by Atlus USA. The s ...
'' featured a "World" system that allows players to revisit key plot points and make different choices to see how the story unfolds differently. '' Final Fantasy XIII-2'' also features a similar non-linear time travel system to ''Radiant Historia''.


Early examples

Early examples (pre-1983) of nonlinear gameplay include: *'' Colossal Cave Adventure'' (1976) *'' Zork'' (1977/1980) *'' MUD1'' (1978) *'' Akalabeth'' (1979) *''
Star Raiders ''Star Raiders'' is a first-person space combat simulator for the Atari 8-bit family of computers. It was written by Doug Neubauer, an Atari employee, and released as a cartridge by Atari in March 1980. The game is considered the platform's kil ...
'' (1979) *''
Superman Superman is a superhero who appears in American comic books published by DC Comics. The character was created by writer Jerry Siegel and artist Joe Shuster, and debuted in the comic book '' Action Comics'' #1 ( cover-dated June 1938 and pu ...
'' (1979) *'' Temple of Apshai'' (1979) *'' Computer Bismarck'' (1980) *''
Flight Simulator A flight simulator is a device that artificially re-creates aircraft flight and the environment in which it flies, for pilot training, design, or other purposes. It includes replicating the equations that govern how aircraft fly, how they re ...
'' (1979/1980) *'' Mystery House'' (1980) *'' The Prisoner'' (1980) *''
Rogue A rogue is a person or entity that flouts accepted norms of behavior. Rogue or rogues may also refer to: Companies * Rogue Ales, a microbrewery in Newport, Oregon * Rogue Arts, a film production company * Rogue Entertainment, a software co ...
'' (1980) *'' Adventure'' (1980) *'' 005'' (1981) *''
Bosconian is a multidirectional scrolling shooter arcade game which was developed and released by Namco in Japan in 1981. In North America, it was manufactured and distributed by Midway Games. The goal of the game is to earn as many points as possible b ...
'' (1981) *'' Castle Wolfenstein'' (1981) *'' Crush, Crumble and Chomp!'' (1981) *'' Ultima'' (1981) *''
Star Warrior ''Star Warrior'' is a 1980 science fiction role-playing video game written and published by Automated Simulations (later renamed to Epyx) for the Apple II, TRS-80, and Atari 8-bit family. The game is branded as part of the ''Starquest'' series, ...
'' (1981) *'' Venture'' (1981) *''
E.T. the Extra-Terrestrial ''E.T. the Extra-Terrestrial'' (or simply ''E.T.'') is a 1982 American science fiction film produced and directed by Steven Spielberg and written by Melissa Mathison. It tells the story of Elliott, a boy who befriends an extraterrestrial, d ...
'' (1982) *'' Haunted House'' (1982) *'' The Hobbit'' (1982) *'' Pitfall!'' (1982) *'' Raiders of the Lost Ark'' (1982) *''
Snipes Snipes may refer to: * Snipe, a wading bird * Snipes (surname) * ''Snipes'' (film), a 2001 film * ''Snipes'' (video game), a 1983 text-mode networked computer game * Snipes Mountain AVA Snipes Mountain AVA is an American Viticultural Area ...
'' (1982) *''
Time Pilot is a multidirectional shooter arcade game designed by Yoshiki Okamoto and released by Konami in 1982. It was distributed in the United States by Centuri, and by Atari Ireland in Europe and the Middle East. While engaging in aerial combat, the ...
'' (1982) *'' Ultima II'' (1982)


See also

* Massively multiplayer online games * Multiple endings * Open world * Metroidvania


References

{{DEFAULTSORT:Nonlinear Gameplay Video game gameplay Video game terminology Emergent gameplay