OhJohnNo said:
krazykidd said:
Unoriginal .
Sick and tired of people complaining that developpers are not doing anything new , but when they do no one buys ot or the look down on ot . Bunch of hypocrites i say.
Agreed. Apparently, everyone on the Escapist thinks that every game in a series should change itself completely from the last and be almost unrecognisable. So, naturally, when a sequel does change from the last instalment even slightly, they complain in droves and proclaim it to be the worst game ever for "betraying its fans".
Quite.
I'll take Dragon Age Origins, and DA2 as a perfect example. DA:O had a significant enough number of people complaining that the tactical side of the game was too heavy. Ordering around an entire party, micromanaging everything? Far too heavy apparently.
It was then changed to a more action-orientated system, and people complained that it was too easy in comparison to DA:O. WELL OF COURSE IT'S FUCKING EASY, YOU WERE WHINGING THAT DA:O WAS TOO HARD!
Anyhoo, more on topic... I'd probably have to go with linear as well.
To be fair to it, just about every game that is created is linear. Even when you look at something like FFXIII vs FFVII. FFVII was actually very linear until about half way through disc 2, it's just you had the illusion of free will. Take going from Midgar to Nibelheim. You had to go to Kalm. You had to go to the Chocobo Farm. You had to go to Juno. Yes, the Falcon was an optional part.
You had to go to Costa Del Sol, and you had to speak to Hojo. You had to complete the Golden Saucer lock-in. You had to go via Cosmo... etc etc etc.
FFXIII was verbose with the linearity, as you physically had corridors, instead of a map.
Story telling cannot be done without linearity. Look at Skyrim. You can spend hundreds of hours fucking about, and not get a single bit of the storyline done. That's bad if you want to get a narrative over.
Basically, you either have non-linearity, or you have deep narrative. You can't have both.