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SvennoJ said:
kitler53 said:

in general i've been digging the indie scene moreso than AAA lately.

i've just grown tired of games that take control away from me to show me a cut-scene too frequently.  i think jonathan blow put it best when he made this:

An occasional game that uses this design is great.  ..but now that just about every fucking AAA game uses this design i've just lost all of my interest in these games.

We'll see with the witness if he puts his money where his mouth is. Braid was extremely linear...

It depends on the game ofcourse, Remember me has very linear level design, Bioshock infinite has a few open areas, The last of us gives a bit more freedom, Tombraider's hub levels have plenty to explore, KZ SF has huge complicated levels. Definitely not every AAA game. Then you have GTA5 and AC4 fully open apart from some of the story missions.
Now I can't really think of any story based indie games that doesn't use linear level design.

Not having the budget to make a cutscene and instead having to click through text doesn't mean it's better game design.


the linear part actually doesn't really bother me so much.  last gen (ps2 era) games often had the design of 20 mintues of gameplay followed by 2 minutes of cut scence.  what i'm not liking is the new approach of 2 mintues of gameplay followed by 20 seconds of cut scene.  it's that persistant taking control away from me that's getting to me.  i'm exaggeration a bit but that's the feeling i'm left with. 

i don't see that in indies, at least not the ones i've been playing.  you're probably right, budget is the primary reason why but eh.  i don't much care the reason so long as it's fun.