These days it seems like it's almost mandatory to be able to put the words "non-linear" or "open world" on the back of the box. Apparently that's what people think they want. But there's something to be said for a well-paced, linearly-structured game too. It's a little bit weird when an RPG gives you an urgent quest that you put on hold for about 50 hours to go explore a few caves and do favors for the villagers.
My favourites would be the early Silent Hill games, specifically 2, 3, then 1. I know there are multiple endings, but you mostly don't make "active" choices to obtain any of them (things like "you had low health for most of the game" and "you found random item X" are contributors).
Also, even though they play out exactly the same way every time, I must've played Max Payne 1 and 2 four or five times each.
My favourites would be the early Silent Hill games, specifically 2, 3, then 1. I know there are multiple endings, but you mostly don't make "active" choices to obtain any of them (things like "you had low health for most of the game" and "you found random item X" are contributors).
Also, even though they play out exactly the same way every time, I must've played Max Payne 1 and 2 four or five times each.