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  1. #1
    Player
    TheDecay's Avatar
    Join Date
    Jun 2023
    Posts
    169
    Character
    Gabon Decay
    World
    Marilith
    Main Class
    Monk Lv 90
    Quote Originally Posted by CerusSerenade View Post
    This misconception that non-linear is somehow always superior to a linear game needs to die. There are plenty of linear games that have proven to be masterpieces.
    Like???

    God of War?

    And how did they make their linear dungeons? With puzzles. Alternating paths. Varied enemies that require the player to use different tactics. Environmental interactions. Verticality. I can go on and on. All of these, FF14 and FF16 have not achieved.

    That's why GoW is a 94 and a 9.1 in User Score while FF16 has a 7.9 User Score.

    Because they mastered the art of non-linear design in linear dungeons: that is, breaking the gameplay loop into chunks of walk forward, do puzzle, attack enemy, dodge, interact with environment, attack enemy, do puzzle, find hidden path etc. What you're actually engaged in while in a GoW dungeon that is actually incredibly linear when you look at the map, is highly non-linear gameplay.

    What is there in FF14/FF16? Press W and smash Square/AoE combo.
    (8)
    Last edited by TheDecay; 06-29-2023 at 12:30 PM.
    Dealing with bad-faith forum posters who tell you to quit or say your concern is in the minority:
    1. Do not engage in their bad-faith attacks.
    2. Warn others of their bad-faith if they have a long history of it.
    3. Continue the productive conversation and silently report them for personal attacks.
    Be firm but polite, recognize their tactics and don't fall into their traps.

  2. #2
    Player Ransu's Avatar
    Join Date
    May 2014
    Location
    Leaving my SAM in Kugane
    Posts
    2,948
    Character
    Raansu Omiyari
    World
    Gilgamesh
    Main Class
    Samurai Lv 100
    Quote Originally Posted by TheDecay View Post
    Like???

    God of War?

    And how did they make their linear dungeons? With puzzles. Alternating paths. Varied enemies that require the player to use different tactics. Environmental interactions. Verticality. I can go on and on. All of these, FF14 and FF16 have not achieved.

    That's why GoW is a 94 and a 9.1 in User Score while FF16 has a 7.9 User Score.

    Because they mastered the art of non-linear design in linear dungeons: that is, breaking the gameplay loop into chunks of walk forward, do puzzle, attack enemy, dodge, interact with environment, attack enemy, do puzzle, find hidden path etc. What you're actually engaged in while in a GoW dungeon that is actually incredibly linear when you look at the map, is highly non-linear gameplay.

    What is there in FF14/FF16? Press W and smash Square/AoE combo.
    User scores on metacritic are a waste of time. A big chunk of the FFXVI user reviews are dumb console warring people review bombing it along with a weird section of people that seem to hate Nomura and somehow think he was involved with FFXVI and its "kingdom heart nonsense" story.
    (6)