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Forums - Gaming Discussion - Open world or Linear?

 

Open world or Linear?

Open world 16 20.78%
 
A little of both 35 45.45%
 
Linear world 16 20.78%
 
I don't like video games 10 12.99%
 
Total:77
Slimebeast said:

"Go there, then over here... no, not there. Kill those two enemies, then jump here. Walk forward, cross this line and we'll scare you. Keep moving. No, you can't go right or left because there's rubble blocking. Can't go back either because the bridge collapsed. Push this block to open the door and we'll give you a secret bonus. Move forward a bit to trigger cut-scene. Avoid the big monster, you aren't allowed to kill it yet, take on the small guys instead then cross the line and the enemies will stop spawning, move forward and do not ever look back. Walk until you trigger next cut-cene and boss encounter."

How is this trolling? if a design document was written for a linear game this is exactly how it would be written!! this isnt trolling when you get to college take a game design class and ask to read a design document it would sound and look like this.



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Xxain said:
Slimebeast said:

"Go there, then over here... no, not there. Kill those two enemies, then jump here. Walk forward, cross this line and we'll scare you. Keep moving. No, you can't go right or left because there's rubble blocking. Can't go back either because the bridge collapsed. Push this block to open the door and we'll give you a secret bonus. Move forward a bit to trigger cut-scene. Avoid the big monster, you aren't allowed to kill it yet, take on the small guys instead then cross the line and the enemies will stop spawning, move forward and do not ever look back. Walk until you trigger next cut-cene and boss encounter."

How is this trolling? if a design document was written for a linear game this is exactly how it would be written!! this isnt trolling when you get to college take a game design class and ask to read a design document it would sound and look like this.

1) The way in which it is written. For example, the mocking expresions.

2) This is not a "post your game design document" thread.



 

I like both.



 

   PROUD MEMBER OF THE PLAYSTATION 3 : RPG FAN CLUB

 

I like linear worlds with subareas that can be done in multiple orders (Mass Effect, KOTOR, Dragon Age). It gives me the felling that I have a degree of freedom as to how to play the game but doesn't require me to spend hours moving from point A to point B through the same repetitive landscape and back again simply to kill 1 ogre hanging around in a cave.



I tend to enjoy open world type games more. I prefer Oblivion over most games this gen, and KOTOR is one of my favorite games of all time.



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Depends on game.



Kirameo said:
Xxain said:
Slimebeast said:

"Go there, then over here... no, not there. Kill those two enemies, then jump here. Walk forward, cross this line and we'll scare you. Keep moving. No, you can't go right or left because there's rubble blocking. Can't go back either because the bridge collapsed. Push this block to open the door and we'll give you a secret bonus. Move forward a bit to trigger cut-scene. Avoid the big monster, you aren't allowed to kill it yet, take on the small guys instead then cross the line and the enemies will stop spawning, move forward and do not ever look back. Walk until you trigger next cut-cene and boss encounter."

How is this trolling? if a design document was written for a linear game this is exactly how it would be written!! this isnt trolling when you get to college take a game design class and ask to read a design document it would sound and look like this.

1) The way in which it is written. For example, the mocking expresions.

2) This is not a "post your game design document" thread.

1. What mocking expressions?

2. No, but it's a thread where to discuss the pros and cons of two basic forms of gameplay structure.

So now people get upset when someone describes linear gameplay? Did you feel that offensive? If yes, can you explain please.



Slimebeast said:
Kirameo said:
Xxain said:
Slimebeast said:

"Go there, then over here... no, not there. Kill those two enemies, then jump here. Walk forward, cross this line and we'll scare you. Keep moving. No, you can't go right or left because there's rubble blocking. Can't go back either because the bridge collapsed. Push this block to open the door and we'll give you a secret bonus. Move forward a bit to trigger cut-scene. Avoid the big monster, you aren't allowed to kill it yet, take on the small guys instead then cross the line and the enemies will stop spawning, move forward and do not ever look back. Walk until you trigger next cut-cene and boss encounter."

How is this trolling? if a design document was written for a linear game this is exactly how it would be written!! this isnt trolling when you get to college take a game design class and ask to read a design document it would sound and look like this.

1) The way in which it is written. For example, the mocking expresions.

2) This is not a "post your game design document" thread.

1. What mocking expressions?

2. No, but it's a thread where to discuss the pros and cons of two basic forms of gameplay structure.

So now people get upset when someone describes linear gameplay? Did you feel that offensive? If yes, can you explain please.

Meh, you can do the same thing for open world:

"Start in the open world, accept quests, fetch sticks, open a new area, repeat."

:-p



twesterm said:
Slimebeast said:
Kirameo said:
Xxain said:
Slimebeast said:

"Go there, then over here... no, not there. Kill those two enemies, then jump here. Walk forward, cross this line and we'll scare you. Keep moving. No, you can't go right or left because there's rubble blocking. Can't go back either because the bridge collapsed. Push this block to open the door and we'll give you a secret bonus. Move forward a bit to trigger cut-scene. Avoid the big monster, you aren't allowed to kill it yet, take on the small guys instead then cross the line and the enemies will stop spawning, move forward and do not ever look back. Walk until you trigger next cut-cene and boss encounter."

How is this trolling? if a design document was written for a linear game this is exactly how it would be written!! this isnt trolling when you get to college take a game design class and ask to read a design document it would sound and look like this.

1) The way in which it is written. For example, the mocking expresions.

2) This is not a "post your game design document" thread.

1. What mocking expressions?

2. No, but it's a thread where to discuss the pros and cons of two basic forms of gameplay structure.

So now people get upset when someone describes linear gameplay? Did you feel that offensive? If yes, can you explain please.

Meh, you can do the same thing for open world:

"Start in the open world, accept quests, fetch sticks, open a new area, repeat."

:-p

Of course you can.

I know you were joking, but often the side-quests can feel very artificial and meaningless in open world games. I wish it could be designed better, for them to feel much more natural and important.



Linear game usually suck me into the story more but non-linear game allow for exploration and level grinding so I'll go with a little bit of both since you don't have a lot of both as an option.