mrstickball said:
Ah, but we're talking technical. and not gameplay :) There is a very staunch difference in *some* JRPGs and *some* WRPGs, since linearity changes design choice. When there is more linearity, it means there are FAR more set pieces, and varied terrains/scenarios that are given. Since you aren't back-tracking on the same area often (unlike Sandbox RPGs), they are forced to make more areas that are different. A few great games to explore for design choices:
..Of the recent ones, it's very interesting to view how the game play areas are defined. Some games restrict movement in favor of far more grandoise setpieces (such as Eternal Sonata and Tales of Vesperia), while other games have no boundaries, but are far more generic (Oblivion and Fallout 3). It's a very certain tradeoff: You have to sacrifice somewhere. Either the game will have some sort of pre-rendered, you-can't-go-there background, but have tons of them that are gorgeous, or aren't as gorgeous, but you can go anywhere, and do anything. I think playing Mass Effect and The Last Remnant bring out the contrast in design choices the most, IMO. Both are UE3 games, but follow the varied East/West philosophies of dungeon and area design. ME has more sandbox-y areas, but aren't as varied as The Last Remnant, which restricts your ability to move in favor of gorgeous level design (which is certainly varied compared to ME...Which is also varied, but not nearly as much).
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Yeah, those are good points. But I prefer the sandbox trade-off in variety. I adore sandbox.
And I'd actually say that sandbox in essence is gorgeous level design - while linear is inferior level design. But most people disagree.







