Yumil |
02-17-2010 02:45 PM |
I can understand doing it for story, but we are all forgetting one major part of RPGs and that is Role Playing. Extreme linearity turns it into basically a visual novel(not that visual novels aren't good, I love Fate/Stay Night).
While yes, you can still play a role in an extremely linear game, you won't be that immersed, since it will be extremely obvious you have no choice in how the character is played. Sure, every FF has been this way, but they have masked it by giving you a modicum of choices. Most FFs dont fully open up till you get the airship, but until then they either give you a world map to explore(albeit limited), towns to explore, or heck the ability to backtrack a bit. Add in sidequests and you are good.
Linearity is for action games and books, RPGs need a bit more open endedness or you wont really feel like you have any control over the role. Im not asking for a sandbox, just a bit more than follow the path.
edit:
Quote:
Originally Posted by Ravashak
(Post 1016820)
So you want them to open up several areas (Bioware says 4) after the intro, require you to complete the Main Missions there, after which the endgame is (usually immediately) opened?
I don't know, I like the gradual "unlocking" of the world, which at some point rewards you with an airship type transport method (teleports at major save points work well too).
|
Not exactly, but bringing you to a fork in the story where you can go three places of the same importance and cant continue the story until you have done so wouldnt be too bad. ME2 is a different type of story telling, as it's more about the trip building your team than the actual mission.
|