omega 616 said:
...why do you think that free roaming games can't deliver the same quality of story telling that a linear game can have?
Because non-linearity, by principle, hands story control over to the player. It's incredibly difficult to create a story that will be good regardless of what choices the player makes: it's possible, but incredibly difficult.
In a linear game, on the other hand, the creator can tell a story that will be good regardless of the actions of the player.
Really though, non-linearity is simply an illusion. No matter how much control we think we have over the events of a game's story, we are simply choosing which pre-set, designed path to follow. We are not doing anything new, simply choosing what to do out of the options given to us by the developer. There is nothing wrong with that, but it usually does not allow for good storytelling in the same way that a more linear game would, because the story is split across many different paths.
Is it possible to tell a good non-linear interactive story? Yes, it is. But it takes a lot of work and is incredibly difficult. So until that happens, linearity will be better at telling stories.