I don't mind the way that Tidus knows nothing about the world - that kind of thing is necessary in any sci-fi or fantasy storytelling. Its how exposition is handled without seeming like you're being lectured. FF13's storytelling suffered from having no character that needed things explained to them, so they had to exposition dump in your logbook.Archangel768 said:5. Because the way the story was written, You being Tidus and discovering more about the world makes it so that the linearity of the level design not so bad, even though it might just be a narrow path, the story and the fact you know nothing of the world, makes you wonder what's around the bend, what am I going to find out next and so on. For me, this is linearity done properly. XIII's design was boring because it didn't have "interesting" locations, the story was so shallow that I didn't really feel anything when there were "twists" in the plot. Also the lack of any minigames, that old man telling you the history of the world, reoccurring characters you get to see along the way, the summoner lady, the chocobo knights, crusaders, finding al bhed primers, spheres that show Braskas' pilgrimage. There was a lot to see along the way when you think about it. You pressed a button to interact with people which made things seem more personal and engaging rather then seeing people rant to themselves, the people in X also gave you items sometimes. Differences in gameplay e.g. The temple puzzles and swimming made things more interesting. Also since the camera is fixed, you kind of have to walk around the place to see everything (e.g. Al Bhed primers were in places you couldn't actually see at all. Final Fantasy XIII had a camera you controlled so you could see everything where you stood, meaning that there was less "exploration") That may seem kind of small, and look like i'm scrapping the bottom of the barrel with that last point, but, for me even thought it's a "small" thing, it actually makes a ton of difference.
I recognize that the lack of exploration isn't as bad as it is in FF13, but my point is that compared to FF4-9 there is a decided shift in focus away from exploration. You can still speak to characters and you find the odd path away from the corridor that leads to a 'hidden' item, but the roots of the complaints for FF13's linearity are first present here in FFX.