Yeah, I was talking about games like Eternal Sonata. It follows a rigid storyline and there is nothing to do in the way of side quests, you just follow the same route through doing exactly the same thing, if you don't then the game doesn't progress at all.Cyclomega post=9.72298.754989 said:What's wrong with that ? did it ever prevent you from playing Sonic YET AGAIN ? or Super Mario ? or Mega Man ? or ZELDA ?The Iron Ninja post=9.72298.754571 said:What i said
It's just another new form of nitpicking from people who got spoiled by the abuse of "freedom" and "branching storylines". Everybody and their dog started to make games when YOUR decisions were important, where YOU were in CONTROL (yet another fallacy), and people assumed it was the new black, and the new norm, just like Halo ruined their shield concept by making it Wolverine-type health, and now people have almost forgotten about games with life gauges...
In the end, linearity is not a problem, as long as it's not sold as "vast, freeroaming world with CHOICES", but choices are just a list of fetch quests.
The difference with those games you mentioned is that although they do have a good story, it can easily take a back seat to the gameplay, somehow games these days can have solid storylines yet lack in the gameplay department, a little open endedness should hopefully give more opportunitues to travel off the beaten path and have fun. Rather than just fight the generic slime monster number 217 on your way to beat the evil baddy while the exact same plot twists happen and you pretend to be suprised. (also Eternal Sonata's creators for some reason thought having a water temple would be a good idea)
What would be awesome is a game where the characters know what's going to happen once you play through it once, and it changes as they try to avoid the bad things that happened the first time through.