I've been looking at a lot of the discussion on FF XIII and one aspect of the discussion that bugs me is that there is little agreement on whether a game is linear or not. I think a big problem in these types of threads is that no-one is making a distinction between a linear story, linear level design, and linear gameplay.
A linear story is more or less a tightly controlled plot. FF games have a linear story: nothing you do drastically changes the final outcome of the plot. This shouldn't be a point of major contention.
Linear level design focuses on the difference between walking down a corridor to the objective (linear level design) or choosing one's own path across a wide expansive area. I would like to point out that both types of level design can be present in the same game. For example, FF IX had both an explorable, non-linear world map (especially once you can use different modes of transportation like Chocobo or airship), but pretty linear dungeons.
For these first two types, it's pretty straightforward to say whether a game is linear in these regards or not. The last one, I think, is the biggest point of contention and definitely allows for degrees in how linear a game is.
Linear gameplay is basically a matter of what activities and options are available to a player at a given point. FF X is a good example of a FF game with a very linear plot and level design, but non-linear gameplay. At any given moment (especially later in the game), one can explore the next area to continue the story, play blitzball, explore optional areas for hidden weapons and summons, explore towns for new sidequests/character development, grind enemies in area of choice, etc.
One important note, though, is that a game can have fluctuating linearity concerning the gameplay. For nearly every FF game until you get the airship, your options are pretty much limited to advance the story, grind in your current area, or occasional side quests.
So for discussion, while keeping these guidelines in mind (or making your own), how do you prefer your RPGs?
Personally, I like both linear plots and level design (badly designed expanses generally means a lot of boring travel between areas of interest), however I greatly enjoy non-linear gameplay, the more sidequests the better. In these three respects on linearity, I loved the balance in FFX.
A linear story is more or less a tightly controlled plot. FF games have a linear story: nothing you do drastically changes the final outcome of the plot. This shouldn't be a point of major contention.
Linear level design focuses on the difference between walking down a corridor to the objective (linear level design) or choosing one's own path across a wide expansive area. I would like to point out that both types of level design can be present in the same game. For example, FF IX had both an explorable, non-linear world map (especially once you can use different modes of transportation like Chocobo or airship), but pretty linear dungeons.
For these first two types, it's pretty straightforward to say whether a game is linear in these regards or not. The last one, I think, is the biggest point of contention and definitely allows for degrees in how linear a game is.
Linear gameplay is basically a matter of what activities and options are available to a player at a given point. FF X is a good example of a FF game with a very linear plot and level design, but non-linear gameplay. At any given moment (especially later in the game), one can explore the next area to continue the story, play blitzball, explore optional areas for hidden weapons and summons, explore towns for new sidequests/character development, grind enemies in area of choice, etc.
One important note, though, is that a game can have fluctuating linearity concerning the gameplay. For nearly every FF game until you get the airship, your options are pretty much limited to advance the story, grind in your current area, or occasional side quests.
So for discussion, while keeping these guidelines in mind (or making your own), how do you prefer your RPGs?
Personally, I like both linear plots and level design (badly designed expanses generally means a lot of boring travel between areas of interest), however I greatly enjoy non-linear gameplay, the more sidequests the better. In these three respects on linearity, I loved the balance in FFX.