For story-centric games, linearity is a necessity.
That's a strange claim, considering that HL2's level/encounter design, in both the main chapter and the episodes, shines exactly when it becomes a bit more open and less linear, in those areas Valve itself describes as "arenas" (see: the Lost Coast commentary).That's exactly right, Half Life 2 for example is linear, but to have it any other way would be wrong and dirty.
That's a strange claim, considering that HL2's level/encounter design, in both the main chapter and the episodes, shines exactly when it becomes a bit more open and less linear, in those areas Valve itself describes as "arenas" (see: the Lost Coast commentary).
Examples of it: Ravenholm to some degree, the hunter fight, the ambush and the final battle in Episode 2, the Strider battle in HL2, etc.
No doubt about it. It *is* a linear game.Eh I'd still argue as a whole Half Life 2 is a linear game
No doubt about it. It *is* a linear game.
I'm arguing that it gets better exactly where it opens up a bit and the perception of complete linearity fades away.
The best battles and scenarios in the game are precisely those that can hide this linearity as much as possible and give you some convincing illusion of freedom and player agency.
There were rumors sometimes ago about HL3 being designed as a huge non-linear open world game and some people complained a lot about it. "I don't want my HL to turn into Skyrim". But that's dumb. Skyrim is not the only model of open world game; it's actually one of the worst in that sense.
Now, on the other hand, try to imagine a HL game that borrows a lot of strengths from STALKER (without ofrgetting what made it Half-Life, of course) and tell me if the concept doesn't sound compelling.
Yes.
Open, non-linear, exploration-centered and with choices & consequences.