@jumpaction said:
@AdobeArtist: I don't necessarily believe the size of the level design is the only factor on whether a game gives the player the space to express themselves. Of course, with more linear levels, the mechanics need to be robust enough to give the player enough to express themselves, thus offering larger volumes of outcomes to a problem.
If it was purely a matter of volume then games with the largest maps would be the most desirable but then I'd argue games such as Thief, though still open-ended levels, have way more player agency and room for expression in their mission design than something like Grand Theft Auto. This is down to not only clever level, precise level design but a good volume of systems and mechanics that the player can use to tackle any one challenge.
Theoretically, that level of expression shouldn't be lost just because a game is linear. It's the difference between designing a fun game around player-expression in a linear space vs. designing a linear experience in a linear space which is an important difference. 2D platformers are a genre that generally understand and respect this difference. Think about Super Mario Bros. The levels might be linear with little routes to take but Mario's movement is not linear. Short hops, large leaps, running, walking, ducking and potentially flame too all give the player more options in a linear space which differentiate the experience regardless of the size of the level.
Yeah, this is in the ballpark of where I am on the topic. Linear can mean different things, and different types of games are designed to satisfy certain types of experiences. The drawback to more open world type games is that the more player freedom you allow, the harder it is to deliver a compelling and personal narrative. I loved Skyrim, and I played it for -years- before I actually got around to beating the main story, but I certainly don't look back on it and think "man, what a great story Skyrim had". I barely remember the story, frankly. I remember The Companions in the first town, the Mage's Guild, the Thieve's Guild, I was the Dragonborn which meant I speak dragon and there was a big mean dragon named something like Andouille (sausage?) who was resurrecting dragons all over the place. Oh, and the DLC, which actually I remember the stories of much more clearly than the main game.
On the other hand you have games like the Uncharted series or The Last of Us, where you are given varying degrees of sandbox levels to explore but the game puts you down one path. I remember the storyline from TLoU -very- well and that game has stuck me with more than any other game in recent memory.
I love a good sandbox, but sandbox for sandbox's sake isn't an improvement. Look at Mirror's Edge 2. That's a game type that was begging to be sandbox, but when they actually did it they did it badly. Or No More Heroes, where the city was a sandbox with literally almost nothing to do but move to the next mission, so in the sequel they took out the driving part because it was pointless.
There will always be room for linear games, but I think people have less and less patience for linear when it means "walk down this hallway until the next thing happens" ala Final Fantasy 12, unless we are talking about non-narrative focused game types like schumps or other arcade-style games.
-Byshop
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