Safav Hamon
Self-Ejected
- Joined
- May 15, 2018
- Messages
- 2,141
Linear games are great for telling a story, but in a roleplaying game it's the player who should be creating their own story. That's best expressed through an open world and/or non-linear main quest. I want to be able to explore, do quests in any order, and experience the game differently with every replay. I want player agency, which is something that's missing from linear games.
Linear games at their strongest when the player is constantly focused on the action and story in front of them, rather than being bogged down in level up menus. There are so many linear games where the rpg mechanics end up feeling like filler, and they would be greatly improved by dropping them altogether.
The only exception I would make is for purely combat focused RPGs, because at least there's value from a balancing perspective. If the main focus is on the narrative though, you would be better of making an adventure game, walking simulator, or visual novel instead.
Linear games at their strongest when the player is constantly focused on the action and story in front of them, rather than being bogged down in level up menus. There are so many linear games where the rpg mechanics end up feeling like filler, and they would be greatly improved by dropping them altogether.
The only exception I would make is for purely combat focused RPGs, because at least there's value from a balancing perspective. If the main focus is on the narrative though, you would be better of making an adventure game, walking simulator, or visual novel instead.
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