After reading people's thoughts on this site, and other forums, about Final Fantasy XIII, I've noticed one of the key criticisms of the game is that it's linear for the first 20 or so hours, then becomes open world when you reach Gran Pulse. Having not played the game yet I can't comment on this, but it got me thinking recently. Why are people so annoyed about FF XIII being linear, to a point?
If we look back, plenty of the Final Fantasy games in the past have had a mix. I've only played the games from X onwards, and the spinoff of FF XII, Revenant Wings. If we look at FFX, the game is specifically linear to a point. We can go back to certain areas, true, assuming you enjoy trekking all the way from somewhere like Macalania Woods all the way to Luca. For the most part though, until the last 5-10% of the game (when you have access to the Al Bhed Airship), FFX is an extremely linear game.
Contrasting directly with this is FFX-2. Despite having the exact same locations, this game is open world right from the start. You start the game in Luca and your first missions take place in Zanarkand and Besaid, which in the first game acted as the start and end of your journey. You can travel anywhere thanks to the Airship. Likewise, FF XII has a slight mix. Some areas are locked due to the storyline or certain requirements, but plenty of places are accessible right from the start. I myself once accidentally ended up in Nalbina Town when I was meant to be going to the Dalmasca Estersand, and decided to take the chance to explore somewhat (very early in the game, no less). The story and certain areas are linear, but most of the game is open world in design.
So why is it that FF XIII is criticised (however little that may be) for it's linearity early on, then it's open world design later? It's hardly the first Final Fantasy title to do so. And for added discussion, what are your thoughts on linearity in gaming? Do you prefer open world play or linearity, and which games do you think have done either of these well, or badly?
If we look back, plenty of the Final Fantasy games in the past have had a mix. I've only played the games from X onwards, and the spinoff of FF XII, Revenant Wings. If we look at FFX, the game is specifically linear to a point. We can go back to certain areas, true, assuming you enjoy trekking all the way from somewhere like Macalania Woods all the way to Luca. For the most part though, until the last 5-10% of the game (when you have access to the Al Bhed Airship), FFX is an extremely linear game.
Contrasting directly with this is FFX-2. Despite having the exact same locations, this game is open world right from the start. You start the game in Luca and your first missions take place in Zanarkand and Besaid, which in the first game acted as the start and end of your journey. You can travel anywhere thanks to the Airship. Likewise, FF XII has a slight mix. Some areas are locked due to the storyline or certain requirements, but plenty of places are accessible right from the start. I myself once accidentally ended up in Nalbina Town when I was meant to be going to the Dalmasca Estersand, and decided to take the chance to explore somewhat (very early in the game, no less). The story and certain areas are linear, but most of the game is open world in design.
So why is it that FF XIII is criticised (however little that may be) for it's linearity early on, then it's open world design later? It's hardly the first Final Fantasy title to do so. And for added discussion, what are your thoughts on linearity in gaming? Do you prefer open world play or linearity, and which games do you think have done either of these well, or badly?