Deathninja19 said:
When games started to cost £40 (or $60)
*cough*
Games have always cost that much.
I owned one of the original Gameboys. The cost of a game significantly less advanced than you'd find on Kongregate cost 40-$50. A top-end title, like one of the Final Fantasy games, could be as much as $70.
I also owned a Balley's arcade console.
( http://www.videogameconsolelibrary.com/pg70-bally.htm )
And we also owned a 2600.
Video games have always.
Always. Cost roughly as much as they do now.
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To OP;
Linearity is not necessarily a con but it is never, ever listed in the pros column.
It
can be a significant con depending on how it's handled.
Red Faction: Armageddon is a perfect example of linearity handled very poorly:
* It's a followup to a sandbox, making the sudden linear focus both jarring and tremendously disappointing, especially for those people expecting (and wanting) another sandbox. (strike one!)
* the game's rails takes us through bland, boring, samey, cramped cave corridors that each look and feel exactly the same as the last, turning what should be a sense of progression into a bland, boring, samey slog. (stee-riiiiike two!)
* Instead of invisible walls, the devs decided that leaving the 'game area' should be punishable first by warning and then by instant death coming from nowhere. (stee-riiiike THREE! GTFO!)
Generally speaking, games only get points off for linearity if the game itself does not have much going on. Bland games, mediocre games tend to get called out for being too linear, as a code for
"there's nothing good enough in here to warrant suggesting this game for purchase, but at the same time it's not terrible enough to completely slag the fuck off."
That is what 'too linear' means: 'this game is not terrible, but may bore the piss out of you.'