Falsate on 07 February 2010
antoniocm said: The vast majority of JRPGs are linear, but most of them try, in some degree, to give you an illusion of non-linearity, a fake feeling of being in an open world. They usually try this giving you a world map where you can move, and let you access a city where you are not suposed to go, even if there is nothing to do there. There are games that don't try to mask linearity, and some people (like me) don't like that. |
Earlier, I posted something similar to this on GameSpot. The designers in past Final Fantasy titles implemented a World Map that acts as a veil, successfully overshadowing the linear progression. In the former installments, the Overworld Map at the beginning of the game is linear and comparable to Final Fantasy XIII. The limited World Map appears to be vast in volume, but the progression still remains linear like a JRPG (this is not the case for every JRPG, mind you).
It is very easy for the tension of a game's plot to decline when it exhibits non linear aspects or obtrusive game elements. Character development and Story progression seem to be the preeminent focus set by Square, which is understandable. Before attacking the game design and deeming its linearity as a negative impact, I suggest a firm grasp on narratology and the essentials of Game Design Theory. These two elements can actually explain the logic behind a linear game and the decision to present the plot in such a manner.