Soonerman said: The problem entails that linearity in RPGs has been in story progression as someone mentioned before. However, past games in the series usually required you to finish a linear segment of the game at the beginning and then opened a huge world for you to explore. That's what opened the imagination of the players even if the story was always going to the same place everytime. Ever since FFX that has stopped. FFXII was the last game that gave you a certain amount of freedom.
In conclusion: Yes, I have the right to bitch and complain about something I haven't played because we have "experts" (read professional magazines) telling us this game is too linear. |
Nobody is denying the game's linear progression.
Soonerman said:
However, past games in the series usually required you to finish a linear segment of the game at the beginning and then opened a huge world for you to explore.
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In this Final Fantasy, linearity is emphasized greatly as they have taken measures to extentuate the development of an enriched plot centered around the characters. The game design is no different as they are linear at the beginning and broaden as you progress through the game. Speaking directly about the presentation, the difference lies in the time these elements are actually introduced. Pulse, which is essentially the overworld encompassing a design uniquely crafted in contrast to previous titles, is introduced in latter half of the game. Cocoon represents a world harboring the plot and doesn't sport conventional towns due to the pace of the story and its composition.
There's no difference in the presentation other than the time certain game elements are given to the player.