I've chosen to start a new thread for this relpy to a comment made in the "http://www.gamesas.com/topic/1574366-roleplaying-backstory-post-yours-here/" thread because neither the comment nor my reply is a backstory and neither have any relevance to the thread in question:
(http://www.gamesas.com/topic/1574366-roleplaying-backstory-post-yours-here/?p=24750310)
Folks over in the "mainstream" FPS camp have been trying to say this about the Elder Scrolls and Fallout series for donkey's years.
The question is, as always, is any of this true? Is Fallout 4 Linear?
Well, the fact that some people are just ignoring the official back story demonstrates one very important fact: People can and do find it immersive to modify or ignore the official backstory to varying degrees. The plausibility of being able to do this, in terms of immersive gameplay, really speaks to the openness of a gameworld where the main quest isn't really the centre piece (otherwise, the official backstory becomes much more important). This brings me back to http://www.gamesas.com/topic/1574366-roleplaying-backstory-post-yours-here/?p=24763498; which gives the old official backstory a vicious twist to let my character be something other than some kind of soldier or military guy without having to deny the window-dressing.
What, oh what am I going to do with http://www.gamesas.com/topic/1574366-roleplaying-backstory-post-yours-here/?p=24763498? If Fallout 4 were linear, how would it be plausibly immersive for me to be asking this question about my next playthrough?
Well, for one, as my second playthrough, Didier's going to get to do things differently. For starters, I've already got him set up to be a bit more challenging to play to make up for experience gained the first time through. Speaking of which, I had an absolute earful with the Minutemen and not being able to delegate missions in spite of being "General". So I'm planning to set up my settlement network without their "help" this time around. At least that way, I can get to have a look at how things done without the Minutemen and, hopefully, with a bit more room for my own self-direction - at least until I want to convert my settlement network into the infrastructure for a raider-baiting spectator sport...and I'll probably be sitting back for that one with some beer and chips
Spoiler
My goal, in this, won't be to prosecute the main questline. It will be, very much, what I wrote up in http://www.gamesas.com/topic/1574366-roleplaying-backstory-post-yours-here/?p=24763498: undo a little of what can be undone and make the region easier to operate in. Then, I'll more than likely take advantage of this for a second run of exploration and missions of my own making - with less inventory work and more strategic planning.
I find activity schedules I create, because they revolve around my own narrative, tend to be much more compelling than a main questline and, I seriously doubt that this approach to gaming is unique or original. This is not because of anything lacking in the main quest so much as it is because guiding gameplay is not the role of a main questline in an RPG - as I shall endeavour to explicate.
You see, in role-play, the most important missions are emergent. That is to say that the most important missions are, solely, the ones created and set by the player - which cannot be anticipated by the developer. After all, if you're not doing your own missions for your own purposes, how can it really be called role-play? The missions set by NPCs, on the other hand, are present in much the same way as water or mountains are present. As such, elements like this really only function as the necessary scenic pieces so that the game-world can be given a shape and form that makes sense. A main quest fills the necessary role of filling in the contemporary history within which the player narrative is set. Thus, as far as a main questline in an RPG is concerned, that's all it is; the finer details of an otherwise blank canvas on which it is up to the player to paint the events of her/his own narrative.
As the most powerful means of communicating player narrative, mods are a huge part of a game's non-linearity, by the way. The whole point of modding prohibition is to preserve the linearity and, thereby, rigidify a fixed narrative. This is, very much, not the case with the Fallout Franchise and I think that Bethesda actively encourage free and open modding. This opinion is inferred from the fact that Bethesda supply the tools to do so free of charge to those of the playerbase who want them. This is very much something which largely completes the RPG rubric for both the Elder Scrolls and the Fallout series' by including the all-important "dungeon master" role which allows players to not only make up their own narrative, but to systematise that into a main questline or any other game-world element of their own creative design and then share that creation with others.
So, how can it be said that a game is linear if, by way of example, it is so easy and instinctive for me to envision a planned playthrough which has nothing to do with the main questline? This is something you simply can't do in FPS games like HomeFront because those really are linear; right down to the exterior corralled architecture which guides you along narrow corridors and prevents you from doing anything remotely tactical (like flanking) unless the developer mandates the tactic (which technically, doesn't really qualify as a game because it precludes emergent strategy). And there's all kinds of shades in between but I'll leave that to the reader to explore.
This is not to say that linear elements don't exist in any given non-linear world-space but, instead, to point out that the choice to not be confined to any given linear element ultimately proves the non-linearity of the world-space in question - as the viability of my planned playthrough demonstrates.
[Edit]
- Grammar!
- One thing I neglected to mention is that just because there's a first person view and inevitability of fighting, doesn't necessarily make a game an FPS.
The one distinction which stands out between the FPS and the RPG is linearisation of gameplay, in FPS, to the point of excluding player narrative (i.e. the scope for missions envisioned and executed by the player which do not conform to the mission-chain or campaign provided by the developer). That's why I'm replying with a focus on linearisation to an assertion pretty much confining itself to the FPS classification of Fallout 4.
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