Hey guys. It's been a while since I last been here. You'll probably see my comments on posts now and then. I just wanted to state an unpopular opinion of mine-- My preference for linear, structured gameplay experiences as opposed to exploration. I must sit in the overwhelming minority as many games and gamers, I feel at least, push for open-ended, experimental video game experiences. However, I have much more fun with the structured, linear titles that emphasize completing objectives and going through engaging and challenging sequences of testing the game's mechanics. That's not to say that I don't see the enjoyment behind nonlinear games, but I ultimately prefer the feeling of triumph of like completing a challenging, linear level or overcoming a tough action sequence. I feel as if the stronger sense of structure and tightness allows for more consistent difficulty and more refinement in terms of what to accomplish, as opposed to be rewarded for curiosity. Like, I got a greater sense of enjoyment completing some of the more challenging platforming challenges in the Mario Galaxy games as opposed to finding that one well-hidden moon in Mario Odyssey. Don't get me wrong, I see the appeal with being able to experiment with the game's mechanics in an open world, but I prefer when the game forces you to make challenging use of the mechanics through structured sequences. When I express my interest in linearity, It's the type of linearity that involves level design. Not being forced into button pressing nonsense in interactive movies, but rather, figuring out the way the game wants me to execute the mechanics and using to overcome a challenge that requires skill and precision. So, to put it bluntly, I prefer linear games. So, I would greatly appreciate if y'all could please give some suggestions of more linear games you think are good. Thanks
I don‘t know why one couldn‘t enjoy both, nonlinear, more exploration based games and linear, more objective-based games. Both don‘t automatically make a game good but I wouldn‘t say one is better than the other. I certainly enjoy linear, more narrative-focused games, like the Uncharted series, just as much as your average open world game, like Breath of the Wild.
Anyway, back to your question, which is about recommendations for linear, more challenging titles if I understand correctly. Cuphead for Xbox One and Steam comes to mind for one. I may add more later, not exactly the type of games I enjoy (I mean, I‘m in my free time, why would I wanna punish myself with even more challenges than rl‘s already throwing at me?)
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Well one reason people might not enjoy both could be related to the rabid, screaming attacks adherents to player agency dogma level against linear games and games whose stories aren't bad or nonexistant.
I do enjoy both ends, both open-ended and linear experiences, it's just that linear titles manage to hold my attention longer because the challenges involved keep me coming back. But, still, I have a good time creating my own solutions for the physics of the Zelda Botw puzzles. Thanks for the input.
I think it depends on the genre/gameplay style. Like, you wouldn't complain about linearity in say, Mario Kart or Smash, it'd be ridiculous to expect open world out of those games because it doesn't really work with those genres. In general, it depends on what kind of role, if any, exploration plays in the gameplay. If the gameplay heavily emphasizes exploration they should probably go for open world, that's the ideal gameplay style for exploration, but otherwise they can probably remain linear.
...How do you make a linear fighting game? Are you talking about the story mode? They're multiplayer games, tho, match-based. And the last Smash didn't even have a story mode.
Yeah, that's a good thought actually. I tend to associate certain video game characters' moveset and abilities with level designs that they are most often incorporated. Like say Sonic in the boost-style games. The more linear approach is suitable for that style; an open world game for boost style Sonic would be a bit of finnicky mess. That's just how I feel though. I definitely get what you're saying. I guess It's more of a matter of liking a specific type of gameplay style/genre more than others. Thanks for sharing
@FireMario887 I totally agree. I tend to love linear games because you get a nice set of progression when it comes to challenge. Like others it does vary by genre. I love more linear platformers (probably a huge reason why I'm not that big of a fan of metroidvania games) but for rpgs I like games that are linear in terms of story but not exploration. Give me a story that has a clear sense of progression but don't prevent me from exploring the world as well. I think linearity unfortunately has become a dirty word for some gamers over the last few years when linearity doesn't necessarily have to be bad.
I enjoy both linear and open-ended games. What I'm not as big of a fan of is when a game makes me choose between two choices, one leads to a collectible and other is progress. I hate choosing the wrong one which in my case is progress. I need to know what that other room holds so I need to turn back once I'm sure I picked the wrong path.
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Just completed Celeste which has many of the 'strict, well-defined challenge' elements you might be looking for. The most linear (and challenging) levels are the B-Side levels, though the irony is that they normally require some exploration of the main levels to find and unlock them.
I'd argue the game generally feels like it's built around a straight line, with some embellishments to hide secrets in.
It's very well structured in my opinion; every screen presents a new platforming problem to put your wits and reflexes against which feels very clearly defined. You might like it, if you're looking for some tight challenges.
I hate difficult games, I prefer games to be relaxing. When I want to play an action game I usually choose a low difficulty setting if possible. Anyway, I can appreciuate linear games as well. I like many open ended games, but I like many linear games as well. Both kind of games have their own attractions so both can satisfy different things. I usually prefer linear games to have a good mix between being satisfying and feel rich and complete but at the same time not being too long, so that I can replay them many times. I love to replay short games, games that can be completed in like an hour, it is fun when you really like that game it does not matter if you have already beaten it various times it is always a pleasure at least for me. Or in games like Mario I often like to replay over and over my favourite stages, for example Beach bowl galaxy stage.
Those two different ways to make games have different strenght points so the best thing is when developers are aware of how they should maximize the best features of the genre they have chosen. Something that has been a complete failure in Breath of the wild in my opinion for example (I don't like it and I think that its developers completely missed what makes an open world, free roaming game entertaining and interesting)
PS: if you want a REALLY good and at the same time REALLY difficult linear game, you definitely should buy Wulverblade. It is absolutely GREAT, but at the same time borderline frustrating in its difficulty.
Thanks for the input, guys. Celeste, huh? I'll check it out. Yeah, I'm kind of the same way in terms of short, replayable games. In Super Mario Galaxy, I like to replay Freezeflame Galaxy. It's not very difficult, but the levels are good fun.
All-Star is linear, A to B, as is Classic with choices on who you fight, but its still a linear progression system.
Linear != story. Story != how you advance in a game.
Linearity is the method of getting the player from A to B in a controlled.
Linearity is a series of events you MUST go through to get somewhere.
Then you have convergebce, will is branching paths as it were, that all convene towards the end of a sequence for one final momentwhich is what Smash is in Classic mode.
Then you have freedom. Do what you want when you want.
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@CreamyDream This seems like a pretty wise take on things. It's never as clear cut as linear vs. open. Even BotW employs linearity in many instances (Yiga Hideout/Many Shrines/etc). And pretty much all 2D Marios have embraced some level of exploration and branching paths. And they've both been better for it.
@CreamyDelight That's a good point. I don't mind some exploratory diversions. A good balance between exploration and linearity keeps things fresh. I like when they go hand in hand. Yeah, like any Zelda game. Such as being able to explore Hyrule and uncover its secrets and having the linear dungeons and their engaging sequences of puzzles and action.
...How do you make a linear fighting game? Are you talking about the story mode? They're multiplayer games, tho, match-based. And the last Smash didn't even have a story mode.
Well Smash is kind of an extreme case where level design is practically a non-factor in its gameplay. Fighting games like Smash are meant to be static, arena based games, there's no progressing through levels to reach a goal or complete an objective for the most part (story modes in Melee and Brawl being the only exceptions). So linearity vs. open world isn't even a real argument there. Still, the point remains that because of its genre, there's no real demand for open world there or complaints about being too linear.
@FireMario887
Depend on the games.
There are some games that i like to being in both Linear and Non-Linear.
I prefer games like Fantasy Life 3DS, Portal Knights Switch, Harvest Moon Magical Melody Gamecube, The Sims Bustin' Out Gamecube, LEGO CITY UNDERCOVER Switch because those games are pretty easy to be finished. The Linearity (Follow the storyline) & Non-Linearity (Exploration, Experimental, Sub Quest, Post Game chores) from those games are pretty well balanced.
I also play games with No Storyline (Open Ending games) such as The Sims series, Animal Crossing New Leaf, Go Vacation Wii.
The games that i don't (really) like due Too Linear is FF XIII PS3.
I enjoy both linear and open-ended games. What I'm not as big of a fan of is when a game makes me choose between two choices, one leads to a collectible and other is progress. I hate choosing the wrong one which in my case is progress. I need to know what that other room holds so I need to turn back once I'm sure I picked the wrong path.
I'm exactly the same way. My son and I are playing Blaster Master Zero, and the other day we came to a room where we could go left or right. I let him choose left, we went for a long time until it became clear that was the way we were supposed to go, so I had to backtrack all the way back to that original room to go right. It was an immediate dead end that we need a key to open a locked door, but I had to know that before I could continue moving in the right direction. I just don't want to miss anything.
I think linearity is better in terms of storytelling, which tends to be one of my primary reasons for playing video games. Ace Attorney, one of my favourite video game series (as you can probably tell by the avatar) is one of the most linear games I've ever played, but that allows a good story to be told. Nier: Automata is also one of the best games I've ever played, and whilst it is an open world game, I'd say the actual open world part is by the games weakest element, with the side quests being a bit meh, and it's a much more cohesive game if you just play the story, going from A to B, since then you get the incredible plot and gameplay at an excellent pace, and I feel like the open world nature can occasionally ruin the quick pace. That's not to say I don't enjoy open world games - Breath of the Wild is tremendous fun, but on the whole, I'm much more likely to play a linear experience.
If you want some very linear game suggestions, then I'd strongly recommend Inside, which is cheap, not too long, and absolutely incredible.
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Topic: Video Game Linearity
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