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View Full Version : I hate linearity



stormweaverz
05-10-2004, 09:17 AM
I am quite a fan of the SC series, with the concepts of stealth and good graphics being its main draws. However, my gripe with the single player game is that it is just too freaking linear!

This is a list of what should be improved to make it a top notch game:

- Workable map which shows your objective location and your current location (including the direction you are pointing currently). When I was told to go to the "Armenian Church" in the Jerusalem mission, I had absolutely no idea where it was. How did I find it? I just headed in the one direction that I haven't gone and voila! There it was. In SC1, I found it incomprehensible that Fisher, the premier operative of Third Echelon has no real way to tell if he is facing North or West. At least they tried to fix it in Pandora...

- Multiple paths to get to your objective. I am tired of going into a room and having all the other doors having jammed locks and only one with a working door that will invariably lead you on to the next part of the mission. I am also tired of looking for that one pole to climb to get to that one zipline, when I should theoretically be able to get to the other side of the village by climbing the wall or going through the main gate etc.

Once they improve on these two areas, then Splinter Cell will be able to truly dominate the stealth/FPS genre! Right now, it's between SC and MGS (Metal Gear Solid)...

/rant

/me dons fire-******ant suit

stormweaverz
05-10-2004, 09:17 AM
I am quite a fan of the SC series, with the concepts of stealth and good graphics being its main draws. However, my gripe with the single player game is that it is just too freaking linear!

This is a list of what should be improved to make it a top notch game:

- Workable map which shows your objective location and your current location (including the direction you are pointing currently). When I was told to go to the "Armenian Church" in the Jerusalem mission, I had absolutely no idea where it was. How did I find it? I just headed in the one direction that I haven't gone and voila! There it was. In SC1, I found it incomprehensible that Fisher, the premier operative of Third Echelon has no real way to tell if he is facing North or West. At least they tried to fix it in Pandora...

- Multiple paths to get to your objective. I am tired of going into a room and having all the other doors having jammed locks and only one with a working door that will invariably lead you on to the next part of the mission. I am also tired of looking for that one pole to climb to get to that one zipline, when I should theoretically be able to get to the other side of the village by climbing the wall or going through the main gate etc.

Once they improve on these two areas, then Splinter Cell will be able to truly dominate the stealth/FPS genre! Right now, it's between SC and MGS (Metal Gear Solid)...

/rant

/me dons fire-******ant suit

Terrax213
05-10-2004, 09:21 AM
You're just not lookin hard enough http://ubbxforums.ubi.com/images/smiley/16x16_smiley-indifferent.gif

http://img28.photobucket.com/albums/v84/stavpal/splinterimg.jpg
Fisher: "I need you to raise that submarine."
Technician: "Why?"
Fisher: "Because hurting people ruins my sweet disposition."

stormweaverz
05-10-2004, 09:35 AM
well, I manage to find those pipes just fine, but the point is that I shouldn't even be looking for just ONE pipe to climb up in the first place? Is Sam Fisher really that inept that he can only get to his objective via one path? :P

Flaky.
05-10-2004, 09:57 AM
looks like thre linearity will disapear in SC 3!!!

It sais in the features that there will be an open gameplay!!! http://ubbxforums.ubi.com/infopop/emoticons/icon_biggrin.gif

http://users.skynet.be/fa614651/Chameleon2.jpg

Terrax213
05-10-2004, 10:03 AM
Dam skippy! Multiple objectives and everything it says. I will agree with you to an extent in that the level design is somewhat linear, but the gameplay itself is far from it. If you get creative in how you handle different situations, you'll find no linearity whatsoever. You don't have to kill .. dont even have to knock out .. the police station alone I have alteast 3 or 4 different ways to get past every single spot (well, after the burning building part anyway lol). Use your surroundings, the shadows, and wit to spice things up, and you'll forget all about having direct routes to go along.

http://img28.photobucket.com/albums/v84/stavpal/splinterimg.jpg
Fisher: "I need you to raise that submarine."
Technician: "Why?"
Fisher: "Because hurting people ruins my sweet disposition."

XyZspineZyX
05-10-2004, 12:08 PM
if you make it have multiple paths,and clear objectives, that leads to major problems: too many doors so your costantly backtracking through rooms yove already been to, or it become so strait-forward so that you beat the game in 48 hours or less (much like how long Gieco can prosses your car insurance, but thats beside the point....). http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

i understand what your getting at, but its probably not going to happen, unless the developers read your pleas for change. i too want this to happen, because i have a hard time picking up subtile hints about where to go or what to do, or just that its too hard like jakII...

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then kill them.

[This message was edited by SamFisher128 on Tue May 11 2004 at 11:13 AM.]

HaloCell
05-10-2004, 07:25 PM
there are actually several multiple-pathed areas in PT. Much more so than SC1. Also the story branches (only once, but its awesome)

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matrix_effect
05-10-2004, 11:27 PM
yup i think they really try to put in a couple of extra paths and few more climable stuff in scpt. its like the cia level in sc.u can enter either by the vent or the entrance.in scpt you can go to an objective either by the main door or roof or climb something.i only realised it when playing the second time around. but still its linear. they could have multiple objectives and we can choose which one we want to do first and change the story if we do something first.hope sc3 comes up with that.

XyZspineZyX
05-11-2004, 07:36 AM
As much as I would like to multiple endings depending which way a player goes I don't believe we will see anything like that soon. It is like Deus Ex 3 different endings, which path do you choose. Doesn't matter you can force all three, same in Deus Ex 2. On pc some of these games are up to 4 maybe 5 disk, think about this 7 or 8 disk to play one game. Not real soon.

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Lambert "They have guns"
Sam "I'm shocked and amazed"
Mike "Let me inspect you AK20" BAMBAM "OOPS SORRY Sam, you OK"

stormweaverz
05-13-2004, 08:54 AM
Well, I just finished the game, and I must say that this linear thing is really getting to me. Heh. I just hope the developers will pay a little attention to this in SC3...

When I mean open-ended, I was thinking of the following:

1) having a good idea where to go next, either through the in-game map or some kind of mini-map on the screen. Right now, for example,the LAX mission. I couldn't find the one door hidden in the corner of the second floor in the baggage handling area. I almost tried going through the conveyor belt to the next room but then i saw those mean-looking red beams and thought it was not such a good idea...

2) I can choose whether I want to take the stairs or the elevator or to climb the pipe to get to the roof. And I can either zipline down or rappel down depending on what I think is the best option, based on the lighting condition and the enemy's placement etc etc. Now, THAT would make it more fun.

It's kinda a rehash of my original post, just hope that it makes things clearer...

But don't get me wrong, SC:PT is a great game!

XyZspineZyX
05-13-2004, 11:42 AM
yeah #1 IS WHAT I HAD PROBLEMS WITH in medal of honor: rising sun...... i COULD NOT find a doorway to get to the next area and it literaly took me 2 hours to find the stairway, which was wedged between two walls, just big enough to fit a person through, but not big enough to notice!

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Join the Army,See exotic places,meet interesting people-
then kill them.