As a whole, I prefer linear games done right to nonlinear games. A nonlinear game simply can't hold tension the way a linear game can because the world distracts from the main plot. It's the classic "Link, why are you cutting grass when Ganon just kidnapped Zelda?" bit.
Final Fantasy is probably the best example of linearity done well and poorly. In XIII, most of the game is a corridor. This is APOCALYPTICALLY bad level design because there's no break from the monotony. I understand what they were going for because the characters are under pressure to flee, but the player never feels this pressure from the gameplay.
Compare this with VIII. Final Fantasy VIII's first disk is one of the best examples of linear game design ever. The first major stretch of the game is about introducing the Balamb and Balamb Garden, A bit of exploration is acceptable because there's not much tension. Squall literally has all day, so taking a break to play cards or poke around campus makes perfect sense. The Fire Cave has no branches, but it doesn't take long and it's under a time limit.
Then there's the Dollet sequence. All you do is run through town to the comm tower and run back to the ship, but you're not going to notice that because on the way out Seifer is being himself and on the way back you're being chased by a murderous robot. Oh, and there's another time limit.
This is the essence of game design. When the plot is relaxed it gives the player time to enjoy it at their own pace, even if the world at this point is quite limited. When the plot wants to be tense, though, the game design reflects it by giving them a narrow corridor and gameplay reasons to run through them quickly.
And I should point out that it's reasonably unlikely the player will see a game over in any of this, so the tension is all an illusion. The X-ATM092 is easily three times harder than even the bosses you've fought thus far, intending to push the player into running. Again, this makes perfect sense from a plot standpoint as well as for game design. It's a tutorial phase to get the player into the game, but it's also Squall's first time on the field. Squall was a rookie who was understandably nervous his first time in combat, but in retrospect he was very well prepared.







