| Shadow1980 said: Linearity isn't a bad thing in and of itself. There's plenty of games where you're expected to just go from Point A to Point B to Point C and so on. If there's a single overworld instead of discrete levels, the game may open itself up for some exploration later on (like in FF4 when you get the airship), but most of your progression is dictated by the story. Not every game needs to be a free-roaming go-anywhere-do-anything open-world experience. I honestly prefer a more focused experience to a bunch of unfocused, unstructured meandering, and I wish "linear" would stop being treated like a dirty word in the world of video games. I've really enjoyed several open-world games, but rarely was it because of the fact that it's open-world. |
While I agree, Tales of Arises open ish paths felt like a very nice balance and I figure they could expand on that fairly well making the instances more broad in scope, the main story people have a clear one way direction to go ot maybe two choices as you can see the exits on the map and the rest of us can wander as we see fit. Having these diamond shaped regions in linear franchises has worked very well in some games, Uncharted 4 and TLOU2 for example perfected the design of thst. Now can you get a JRPG to be open without filtering the player though certain choke points, IDK but it sure wpuld be cool if someone tried but if Elden Ring can make souls work with an almost fully open, map I think it's very well possible. Following their method of directing the player would be a must, using checkpoints for the main path and the map design where it is open but it has choke points incorporated in really clever ways, just a bridge here or a locked elevator there is all that is needed.
I know I said Like A Dragon doesn't count in the OP but those guys at Sega show how a narrative driven story can work in an open world map and not loose anything in the process of being open.







