@BranJ0 I agree. I typically need storytelling to motivate me to play a game. I like a good story and context for gameplay. I feel like that kind of context and sense of progression in the story is what linear games thrive on. I saw some things about Inside. It looks cool. Thanks for sharing
I definitely enjoy non-linear games, but I sometimes find them a bit overwhelming because there are so many places to go. 100% completion is usually very difficult in big non-linear games as well, as it's often not clear where to look for collectibles and the like. I agree that linear platformers are more satisfying when you get through a tough section, and if I'm tired and just need to relax I'd prefer to play a linear game so I can just carry on through the levels without thinking too much. (Breath of the Wild is kind of an exception to this; I can happily play it for hours even when I'm tired. I guess it's because the world is so big that I don't really need to concentrarte on exploring every corner of it, and instead I can just run around doing random stuff and finding shrines.)
If you're still looking for suggestions for linear platformers, you should definitely play Rayman Legends if you haven't already.
I see where you are coming from. I love exploration games however. BUT what I dislike is the randomly generated platformers and roguelites and the like. I much prefer an expertly crafted level or world to something generated by a computer algorithm with as much creativity as a doorknob.
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Thanks again for the input, guys. This a little off topic, but I absolutely adore the Metroid franchise. I like how It's laid out, with corridors, rooms, and doors separating each area. It feels very organized and makes for a wonderfully atmospheric adventure. Plus, I like how exploration goes hand in hand with progression. It doesn't immediately overwhelm me with an open area, it gradually opens up with the more abilities I find. It provides an actual sense of progression to me and is still a ton of fun to explore. Plus, it isn't lacking in its strong narrative/epic moments either.
.........Other M is excluded my praise.
So, if you guys have suggestions for Metroid-like games too, I would appreciate it. Thanks
I know I should probably let this topic slide, however, I want to establish a comparison or an analogy even to exemplify my preference for linear games. This is soley my own opinion and through my own perspective. It may not be the best example-- I'm a bit of an outdoors guy, so... I like to think of linearity to hiking trails and open-ended to like say... open parks. I prefer the challenge that straightforward trails provide-- Such as length, terrain, physical endurance, or what have you. I like testing myself on these "linear" hiking trails and getting the reward of a beautiful panaroma once I reach the end of it, thus the reward at the end of the linear stage, whether it be a Power Star or a Heart Container. Whereas for open parks, there are sights and locales presented right in front of you and the environment is made easier to traverse so that getting to these sights is easier. I see the appeal of exploring said sites, but I prefer the challenge that trails provide and thus feel more rewarded by accomplishing them. Again, not the best example, but that's just how I like to view it. :/
I'll always prefer a linear game with a set focus and nonstop content than a pretty open game whose main selling point is "see that? You can GO there" or better yet "look how the map is compared to skyrim!", my personal most hated praise for any open world game. Size means nothing if there's not content to match it. I really hope open world gaming as a trend goes back to being the exception rather than the norm and expectation, because recently I've found that only a few developers actually do it justice.
And I'll never understand people who talk about linearity as if it's inherently bad.
@subpopz That's a good point. I'm not trying to condemn open world games as I can certainly see their appeal. I just have more fun with titles that opt for more linear level design, because I have a clear objective to pursue and engaging sequences to accomplish that wouldn't otherwise be possible in open world games.
You're correct in your points, there's good and bad in either, but I feel open world games get way more free passes just because they're open world, where I feel linear games are judged more harshly just because they're linear.
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Topic: Video Game Linearity
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