So there are two schools of thought that every single game can fall into, these being linear and nonlinear in design. Both of which have their strengths as well as their inherent weaknesses. What I’m gonna talk about in this article is how more and more games are wanting to be a Lego Set rather than a Lego Bucket in their structure.
So what do I mean by Lego Bucket and Lego Set huh? Well if you’re over the age of 18 you just might have grown up with both in your house so let me explain what they mean in relation to video games. The Lego Bucket is a full sandbox where the developers give you the tools to craft whatever you please. That can come in many forms but the most basic and easiest example of this design philosophy is Minecraft. Sure there is a sort of main plot where you just have to go and kill a dragon but beyond that the game is basically if the Lego Bucket was a video game. Mojang gave us, quite literally, all the building blocks we would need to build whatever we want, however we want. This design can also be seen in Grand Theft Auto Vice City. A good example is on a certain mission you have to chase a guy, he gets in his car so you chase him in his car, then you kill him after that car chase. A player was getting frustrated with this mission so he had the idea to steal the guy’s car before the mission started, put a bomb in it, then initiate the chase and watch him explode when he got in the car, and he succeeded in the mission. This wasn’t Rockstar telling him to do this he just had the idea to do it with the tools he was given.
The Lego Set if the complete opposite, think of it like the Telltale games or Uncharted. Very heavy in their stories and while in Telltale’s case there are branching narrative paths you’re still following the story that the developers want you to. These games are closer to interactive movies, kind of like choose your own adventure books, sure you have a choice in the matter but the developers don’t give you the tools to craft what you want, they give you directions to get to the end. These are much more linear in their nature rather than the Bucket’s non linearity.
The Lego Set has instructions that you follow to get to the end goal, making certain that your creation will be almost identical to someone else who bought the same set. The bucket however is way more fun in the long run, because you can build whatever you want assuming you have the pieces and the imagination. The set is over once you’re done with the instructions. The bucket is closer to Minecraft, Vice City, and Breath of the Wild, where as the set is closer to the Telltale games, every Bethesda RPG since Fallout 3, and Red Dead Redemption 2, at least in terms of the story missions in that game. The Set has things that happen to you, the Bucket has things happen because of you.
So now that you know what I mean by the Set and the Bucket lets bring it further into games. I feel that most games today are all trying to do the same thing, they are trying to have and infinite amount of side activities, a huge sprawling open world, lots of RPG elements, and a sweeping epic main story. The problems come when you try and do everything is instead of honing down onto a few things you just water down every aspect of your game. Every game wants to be the next Skyrim, but also every game wants to be a movie. The problem with that is that not every game series should have an open world with an infinite amount of side quests, nor should every game try and be a movie. There are markets for those things but it isn’t for everyone. In my opinion the gameplay of a game is the most important part of a GAME, if your game isn’t fun but looks super pretty then you should have just made a movie instead. On top of that when it comes to the infinite amount of side activities, the idea is that they want you to keep playing your game forever, especially now that you have single player games with micro transactions, the more people that keep playing your game for a long time means that you are more likely to get more money. The problem is when you have every game trying to be a forever game then people won’t be buying as many games because they’ll be stuck on one forever.
For the most part games are trying to be linear, and sure you have open world RPGs but they are still ridiculously linear. The only choice you have in Skyrim is how you look, what armor you wear, and what you smack Alduin with. In Fallout 3 the only choice you have is a black and white good vs evil. Case in point when you get to Little Lamplight either you have a certain perk, a high enough speech skill, or you do their bitchy little quest. Those are your only options because Bethesda has a story that they want you to see. Another sort of case in point is that you can’t lose, in Fallout 3, Skyrim, Oblivion, Fallout 4, or Fallout 76. The only real failing you can do is if you die, but then you just reload a save. You can’t fail quests, even if you really want to, unless it is scripted in the case of killing the Dark Brotherhood or the horn that the Greybeards send you to fetch. In Fallout 4 the only real choice you have is again, what you look like, what you wear, what weapon you use, and which faction to pick at the end. That last one seems big and it does decide your ending but still it is just one choice and in the end it is really the same choice no matter what, every faction kills the Institute, unless you are the Institute, then you kill the Brotherhood and the Railroad. You’re only choosing which linear path you want to go down.
Take Fallout 2 for a good example of what the bucket is in modern gaming. Yes you have a goal, get the GECK, and yes if you follow the story line beat for beat it does appear linear, but it really isn’t a main quest in the sense that you really have to follow it. Sure if you wanna save your village and get beat up by Frank Horrigan you can but the game just throws you out there and it is up to you to find your way in the wasteland. The developers gave you a target but gave you the tools to go about the entire game however you want. You can run around and become a porn star and drug dealer in Reno if you want instead. You see what I’m getting at? Bethesda wants you to experience their story, where as Black Isle lets you do whatever you want.
Another great example of the bucket is The Elder Scrolls II: Daggerfall. It just drops you in a huge world and yes there is a main quest but like I said before the developers gave you the option to not do it and instead do whatever you wanted. Nowadays you’re the Chosen One who is forced down a path that was chosen by the developers because the want you to go down it, not necessarily because you want to. Unlike before where the developers dropped you in the world which let you do whatever you want, which allowed you to go about the main story because you wanted to.
I mention Red Dead 2 earlier in this article so let me talk about that. Rockstar has two sides, the open world crazy whacky funtimes Lego Bucket, and the scripted linear story movie Lego Set. In one you can essentially do whatever you want to and in the other your hand is being held by the developers, because they want you to go about the story how they have laid it out for you. The story missions are just you following a yellow line on your minimap, shooting some dudes, getting some money, repeat. The only choice you have in the matter is which gun you wanna use, and what outfit you’ve got on.
I think I’ve gone on long enough about it all so I hope you catch my drift. If more games took the bucket route, giving players more freedom to go about the world how they want, then the players would have a unique experience which will make the game that much more enjoyable, instead of going down the scripted linear Set path where if you and your buddy play the game then you both will have the exact same story give or take a bit here and there. A little tidbit that I thought up on my drive from Florida back to Texas is that there is a 3rd thing in this Set and Bucket debate, that being the people who take the Lego sets and break them down into their own new creations, those being the modders that, in some cases, arguably do a better job with Bethesda’s own tools than Bethesda themselves.
All in all the Bucket style games, especially in Minecraft’s case, treat their audience like adults, allowing them to make their own decisions in how they use the tools they are given, and the Set style games, Red Dead 2, treats their audience like kids by holding their hands and telling them what to do at every corner. If you want to hear more on this topic, especially in the case of Red Dead 2, watch this video by NakeyJakey on YouTube:https://www.youtube.com/watch?v=MvJPKOLDSos
He does a wonderful job at explaining all of this plus he is a wonderful dude. Thanks for reading.
