Linear argument
Final Fantasy XIIIOver recent years of reading reviews and talking to gamers one subject which usually pops up is a game's linearity, writes viewer Robbo-1989.
People can't seem to make their minds up on what they want.
This is especially true for role-playing games. Too long I've heard people say things like "The game gives you no choices", yet when you give them a game with choices they moan they
don't know what to do and are scared of missing out on things.
The reason I am writing this now is after reading several import reviews and after playing the Japanese version of Final Fantasy XIII myself, a lot of reviewers are saying it is far too linear.
However, I find the game's balance and linear and open world perfect.
It is linear in the right places.
How many times have you started a role-playing game, it's had a slow start and you just decide to give up because it's taking too long to get into?
Well people, the future has arrived. Final Fantasy XIII has fixed this problem.
The first 17 hours or so I'd say is linear... but it works. The moment you
start that game the story does not let up. Which is a good thing!
And halfway through the game it gives you a break from the story to do side quests and level grind and explore if you want to.
I see this as the perfect balance and answering everybody's problems with linearity.
The game is perfect for newcomers to
the series and older fans.
The battle system provides enough of a challenge and when you work it correctly is immense fun.
Yet for newcomers the story is going to grip them and pull them in. Why is this? Simple: linearity.
It starts on an action-packed high and stays there. I know some games don't need linearity, such as massively
multiplayer online games, as a lot of time is spent doing the quests you want to do and running around.
As for offline games, especially single player ones, I feel linearity is a must have at least for the first few hours/levels to keep you interested.
A lot of people these days are in a rush to judge games by the first hour, which makes it harder for developers to develop a game and get it right.
If a developer doesn't have you hooked within the first couple of hours you are going to turn off.
This is where open world games fall down, well for me anyway. I feel lost and don't know where to go or just wish there would be something to break the time spent exploring up, like a cut scene or a quick time event.
Enjoy the game for its story, its
environment, its gameplay... not the fact it tells you where to go because in long games like role-players it's needed to advance the story and keep you interested.