DarkRyter said:
Really? I fucking love how I never get lost. Linear dungeons are fucking boss.
Go into room, kill some dudes, solve a puzzle, go to next room. = Fun.
Go into room. Kill some dudes. Find fork in path. Get Lost. Back track to beginning, try path again, find nothing. Get headache, stop playing game for a while. = Not fun.
Spending time trying to find something is not fun. I'm happy a game developer finally realized that.
It's not fun /for you./ There's an entire genre dedicated to the fact that people enjoy exploring twisting mazes -- they're called Dungeon Crawlers, and
Daggerfall in particular actually fit into it. Point being, yeah, there's a sizable demographic that actually finds that sort of thing fun. It sounds to me like you'd prefer it if the game was a straightforward action game. That's fine, and there's plenty of games that fit the bill, but it gets annoying when companies that cater to a niche start moving towards a different one for the simple reason that it sells better.
Heck, I miss the time when even First Person Shooters often had that kind of twisting level design. Finding secret areas filled with powerups used to be a huge part of the genre. These days there's almost never more than one destination, and if there's a legitimate fork in the path, you can guarantee that it either converges at the end, or one of the paths dead ends into a powerup. The good news is that not all games are set up that way, and also that linearity isn't a bad thing if the game is properly designed around being linear.