To be honest, it's been getting on my nerves for a little while. When I recall memorable games, I always recall linear, highly-scripted experiences (Prince of Persia: Sands of Time, Kingdom Hearts, Super Mario Galaxy, etc.). So, why has there been such a newfound emphasis on open-ended gameplay this generation to the point where many games are criticized for being linear? I think that linear games allow the developers to concentrate an epic experience rather than thin it out and make it so you could easily miss it.
For example, both Oblivion and Fallout 3 left me vastly disappointed since it felt like there was too much I could do; it was a little overwhelming. Not that i have a short attention span or anything, but when I have a world that would probably take half a day to walk across and only 1 hour to play, you can't blame me for having trouble deciding what to do. And, the side quests that I attempted clearly were inferior to the main quest in quality to the point where it seemed that it was almost pointless to include them since it just felt like a step down.
There is one exception to this problem: inFamous. The game was able to successfully limit the options of open-ended gameplay to a manageable amount, and still provide a linear, epic experience in the story missions. Instead of trying to pretend like they were the story missions, the side missions served a clear purpose: to allow you to gain territory. This is how open-ended games should be made, in my opinion.
Does anyone agree with me? Disagree? Tell me why.
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