slavesnyder
Member
If the game is good i even enjoy if it is on rails.
Linear = "on rails" now? Or do you mean actual on-rails games?If the game is good i even enjoy if it is on rails.
I take a linear and focused game over an open-world game with boring fetch quests and cloned npcs anyday.
I find this description of open world games as silly as always.
Most open world games have a linear/main story that you can stick to if you don't want to branch out.
The "filler/busy-work" can be awesome, and can also be ignored...simply supplying you with a more alive world.
An open world is more than just encounters and side missions. Skyrim's world was beautiful and awesome. I rarely did missions; the real thrill for me was cresting a hill and seeing some new city on the horizon or stumbling on some new enemy or discoveryUnfortunately most open world games do not have good level design, encounter design, pacing etc worth a damn. Look at Skyrim vs something like Souls or TLOU. One is poorly designed and mechanically horrible as shit while the other two have far more thought put into the encounter design , pacing and mechanics. Open world games that have varied encounters are a rarity.That is why you get games like Sunset Overdrive which have piss poor mission variety. Hopefully MGS will buck that trend and it will turn out to be a classic well designed open world game.
Linear = "on rails" now? Or do you mean actual on-rails games?
An open world is more than just encounters and side missions. Skyrim's world was beautiful and awesome. I rarely did missions; the real thrill for me was cresting a hill and seeing some new city on the horizon or stumbling on some new enemy or discovery
I prefer linear games with some open areas like TLOU. There's a sense of momentum to the game/story and you get little sandboxes where you can use the mechanics as you wish.
The only open world games I really like are from R* because they know how to make compelling worlds.
I think that's more of a AAA development issue than anything to do with linearity. A AAA open world game would be just as heavily-playtested and refined.Linearity doesn't inherently have anything to do with it, but linear games are definitely where you're more likely to encounter the thing that I do feel I've outgrown, which is games that are designed/iterated on using what I've always sort of called the "Valve method" (although tons of developers have used it since HL2).
Basically, where games are aggressively playtested during development, and gone over with a fine-toothed comb to pinpoint every single area where any significant number of players are going to get even a little bit confused, or frustrated, or lost, or just otherwise not doing exactly what the designers want them to do. Then whatever "offending" bits of game design are causing those issues are modified, iterated on, signposted, or just flat-out removed, until basically anybody they put down in front of the game during testing will move through the game in the way the designers want, at the pace the designers want them to move at.
It's easy to see why developers do it - it's a reliable road to those 94+ Metacritic scores - but to me it's always very obvious when the game has been designed that way, and the end result will almost universally feel really tasteless, bland, and artificial to me, like the game was designed by committee rather than according to a designer's intuition.
So while I'm more than happy, in theory, to play a really good linear game, there aren't very many in practice that I can play without feeling really patronized.
What made Skyrim poorly designed and mechanically horrible? It was my first Elder Scrolls games, absolutely loved it. Mixing and matching magic was fun, the combat was engaging. The dungeons and areas were always interesting. I tried Morrowind afterwards and just couldn't get into itWhat you are saying does not contradict what I have said though. Level design, mission variety, mechanics etc are generally worse off in open world games. Of course for some gamers a beautiful playground can compensate for the shallowness in other aspects. For you missions were not important but I feel they are important in a game. I view Skyrim as a trekking simulator and nothing more.
I see the ability to walk around and explore an open world and it still be entertaining, as a mark of quality. People bash Mafia 2 for its world because it "had nothing to do". Mafia's 2 city was a great place to explore, brimming with little details that made the world feel alive.
If you can strip out all the extraneous side missions and the open world is still compelling to be in and experience, that's a good open world IMO
Then again, I value exploration and atmosphere a lot. I spent hours just walking across RDR's West and taking in the sights of Los Santos
I think that's more of a AAA development issue than anything to do with linearity. A AAA open world game would be just as heavily-playtested and refined.
Do you play indie games as well?
I guess I go into open world games for different reasons. I love the worlds that Rockstar and Ubisoft make. I never finish the campaigns and I never touch the side missions, but those worlds...just so good. I love being able to explore Rome or Revolution-era Boston or watch the storm clouds roll in as I walk across the mid-west plains. Hell, I just stroll through the streets of Los Santos and Liberty City and people-watch for an hour. No one else does open worlds like Rockstar and Ubisoft. The actual missions may be repetive and not as unique or innovative as a more focused game, but the worlds are second to none.Yeah, I definitely wasn't saying that linear games are the only place where you'll run into that sort of design - just that it's more likely to be used in a linear game than an open-world game. An open-world game is also, by necessity, not going to be able to lean quite as heavily on that sort of design ethos, as they're inherently a little more systems-driven than a linear game. Still, you're right, though; I can't stomach open-world games that come from, say, Rockstar or Ubisoft, because they actually have put so much time and money into figuring out how to translate the overly-playtested style of design into an open-world format.
Most of what I play these days is indie, handheld, mobile, or from the small number of Japanese developers that haven't yet folded or completely adopted the more 'typical' western styles of development, though.
An open world game can do the same thing with its missions. See Assassin's Creed's Lairs of Romulus or taking over outposts in Far Cry 3.SonyToo!;156878743 said:![]()
I outgrew sandboxes years ago
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This never gets old
A good linear game generally has so many benefits over openworld/sandboxes, they are generally paced better making much tighter experiences, they are also better at repetition imo. Openworld's have you repeating the same tasks over and over for XP or an item but a good gameplay focussed linear game can use score attack / time attack that forces the player to use their brain and be more creative rather than grinding away.
I still prefer linear experiences to be honest. They're generally more focused on storytelling which is what I enjoy the most.
I'm 38 and I want more linear games nowdays
I don't have time to search around for random shit anymore
I'm 38 and I want more linear games nowdays
I don't have time to search around for random shit anymore
An open world game can do the same thing with its missions. See Assassin's Creed's Lairs of Romulus or taking over outposts in Far Cry 3.
...Linearity doesn't inherently have anything to do with it, but linear games are definitely where you're more likely to encounter the thing that I do feel I've outgrown, which is games that are designed/iterated on using what I've always sort of called the "Valve method" (although tons of developers have used it since HL2).
Basically, where games are aggressively playtested during development, and gone over with a fine-toothed comb to pinpoint every single area where any significant number of players are going to get even a little bit confused, or frustrated, or lost, or just otherwise not doing exactly what the designers want them to do. Then whatever "offending" bits of game design are causing those issues are modified, iterated on, signposted, or just flat-out removed, until basically anybody they put down in front of the game during testing will move through the game in the way the designers want, at the pace the designers want them to move at.
It's easy to see why developers do it - it's a reliable road to those 94+ Metacritic scores - but to me it's always very obvious when the game has been designed that way, and the end result will almost universally feel really tasteless, bland, and artificial to me, like the game was designed by committee rather than according to a designer's intuition.
So while I'm more than happy, in theory, to play a really good linear game, there aren't very many in practice that I can play without feeling really patronized.
The lairs in AC are one and done, but Far Cry 3 outposts are the best parts of the game. You can approach from any angle, go in stealthy or loud, plan your approach, and all kinds of awesome unscripted moments happen, like a tiger roaming into camp and killing everyoneSonyToo!;156887539 said:I haven't played either games but I'm guessing they're more one and done (finish to earn an item) challenge areas rather than something ppl replayed over and over to achieve the best rank/ score (eg Bayonetta, Pacman DX, Bulletstorm) although I guess time attack could be included without changing the gameplay mechanics that much (Like Dust the Elysian Tail's challenge areas)
My statement still stands, that linear games do lend themselves much better to score attack and re playability. As far as challenge is concerned it's other players in online multiplayer that is the sandbox's biggest asset, that's why Eve Online is one of the best gaming experiences there is imo due to it's meta gaming and high stakes PVP..