fordy said:
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I guess we have differing expectations and definitions. I consider every FF game to be linear, some are just more linear than others.
Which is a better game progression strategy? | |||
Linear | 32 | 28.83% | |
Non-linear | 43 | 38.74% | |
See results | 36 | 32.43% | |
Total: | 111 |
fordy said:
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I guess we have differing expectations and definitions. I consider every FF game to be linear, some are just more linear than others.
The best thin would be a semi linear game in my opinion.
Zelda was never suppose to be a linear franchise like Uncharted. It started off and sold due to its non-linearity mixed with RPG qualities inspite of being an adventure game.
Asking for natural plot progression in Zelda will kill it. Maybe Uncharted can get away with that, maybe Half-Life can get away with that, but games such as Zelda and Metroid cannot get away with that. They were not born as linear story games. Your friend is wrong because he expects from Zelda the kinds of things he expects from games like Uncharted, but expecting the same exact thing from a completely different series is like wanting the franchise to kill itself.
By the way, TLoZ for NES isn't the only non-linear Zelda game TC. ALttP and OoT fit in that category as well.
Actually, both have their respective places. Linear is better for games that relly heavily on history and want a cinematic feeling (can't imagine Uncharted as a open world game). If the history isn't the focus and all the developer want is based on player's choices, then non-linear is the way to go.
In Ocarina of Time, you could finish some of the Adult temples in any order you wanted. Doing so did not detract ANYTHING from the story.
The idea that you need a constant forward-moving linear game in order to tell a good story is very silly to me.
wfz said: In Ocarina of Time, you could finish some of the Adult temples in any order you wanted. Doing so did not detract ANYTHING from the story. The idea that you need a constant forward-moving linear game in order to tell a good story is very silly to me. |
That's because OoT had very little story. Once you became an adult the story was open, only followed by Shiek (the cutscenes didn't care what order you found her in anyway) until the end of the game.
OoT feels like it had a bigger story because its world is so convincing. You can sort of feel the story as you play the game.
Roar_Of_War said:
OoT feels like it had a bigger story because its world is so convincing. You can sort of feel the story as you play the game. |
I don't recall games needing an extremely forceful, large push in story and cinematic content.
i prefer linear game progression AND non linear gameplay options, in other words gameplay that involves strategy and tactics like (some) Megaten, Disgaea, Fire Emblem, FF XIII, Resonance of fate etc
wfz said: In Ocarina of Time, you could finish some of the Adult temples in any order you wanted. Doing so did not detract ANYTHING from the story. The idea that you need a constant forward-moving linear game in order to tell a good story is very silly to me. |
those choices are meaingless though. Which dungeon you finish first makes zero impact on a largely absent story.
outlawauron said:
those choices are meaingless though. Which dungeon you finish first makes zero impact on a largely absent story. |
It appears we're speaking in different terms. I meant non-linear gameplay/progression. You are talking about a non-linear story. If a game has an overall story that I cannot change, I prefer having a bit of flexibility in the way I can complete it (i.e. OoT. The opposite would be Uncharted). If a game has a story that I can change, then I love that as well (i.e. The Witcher).