Savagezion said:
So effectively we are seeing that it isn't how linear a game is but the morality system in play that is ruining character development and I agree. I am a big fan of character development and it is the main thing I pay attention to when I experience a story involving characters. That said, characters are not always the most important part of a story.
Character development and morality systems aren't the same thing. That's a big flaw in both your post and the OP. While bad morality systems can hurt character development, you're missing the point that they are a very small part of the overall character's person.
In a game like Deus Ex, there is no morality system. But the way that you choose to complete a mission in and of itself says a lot about who you are, and when you get to the part where you can choose from three endings, you'll find that one of them particularly resonates with you. Often, though not always, this will have a little bit of correlation to the way you approached the missions and objectives earlier in the game. Also, my decisions regarding my brother Paul and the character Tracer Tong had a big effect in this regard, and I had come to trust their judgement a great deal, in spite of them being imaginary characters.
So we see that with no morality system in a fairly linear game (in spite of the differing methods it gave for completing objectives, it was pretty linear), we have a great deal of character development.
Choice being present in a game actually allows for even better character development than normal as you can come at the character from multiple angles as opposed to just one. Additionally, many linear RPGs (read: most JRPGs) have a hard time properly displaying emotion by creating scenes that are ridiculously contrived. Linearity falls victim to contrived stories as much as morality meters fall victim to forcing you down a static path.
Choice
can make for better character development, but a well-designed linear narrative can do the same thing.
Earthbound and
Mother 3 come to mind as excellent examples of this. The game is written in such a way that the vast majority of players will resonate quite a bit with Ness and Lucas, and they will also come to gain affection for the characters in the story. The games offer virtually no moral choices, but they still convey what I personally believe is the best-told story in video game history (
Mother 3's story, not
Earthbound's, though that one was great too).
I despise the common argument that linearity = better story as it just simply isn't true and no logic can support such a claim. Otherwise, EVERY movie ever made has a better story than any game that offers choice. A story with choice offered to the player is an even better vessel for a story as it can be viewed from multiple angles. So a good story will be displayed better if the player has the option to look at it from many different angles rather than just one.
You're taking one claim, viz.: that linearity is always better, and responding with the equally ridiculous claim that choice is always better. The answer is neither, and it honestly depends on the game and what the developer feels is the best way to convey the story.