I'd argue linear vs. nonlinear is merely a choice, one not over the other, and there are strengths and weaknesses to both. But the game needs to be built with that in mind.
From the issues people have with exploration, after removing things that can be chalked up to simple preference, I have seen some criticisms about how the game seems more open than it actually is. Which is an interesting one that I've really only heard about these issues in more modern games.
Perhaps, although linear and nonlinear are both valid choices, presenting as nonlinear is more profitable for a game. I dunno though, just spitballing really.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.