malko_sundervere said:baronjohn said:I don't know what you people are whining about. Neither console nor PC shitters were ever a great genre
Of course not. They've always been linear corridor shooters with health regen and two weapons.
commie said:After all, by this reasoning you could say that CODW is non-linear as you can go through open areas in slightly different ways or look in different rooms in buildings.
Every game is essentially linear, that's how causation works. There is a big difference between a labyrinthine map like classic doom where full of hidden nooks where you have to find a key, and literally a fucking corridor sprinkled with setpieces and dudes crouching behind waist high concrete barriers and potted plants - i.e. geographical, not sequential linearity. In the former you actually have to hunt for the key, and possibly get lost in the process. Try to have that happen in HL2/CoD/whatever shiny new novelty shooter of the day.commie said:Well essentially it was 'linear' in that you'd come to a door, then had to get the red key to open it, before reaching another door and needing the yellow key to open it, etc. You'd have to do things in a certain order to be able to progress so the games were linear. Being able to explore a few secrets and clear out a few rooms in a different order in between doors does not change the inherent linearity of a game. After all, by this reasoning you could say that CODW is non-linear as you can go through open areas in slightly different ways or look in different rooms in buildings.
I also don't understand why it's so difficult to make a straight-up, solid, fun, tense shooter anymore.
Lolno. If two people can play through a game experiencing completely different sequence of events, then it's obvious that the game isn't linear, because it cannot be described adequately as a single linear sequence.I.C. Wiener said:Every game is essentially linear, that's how causation works.