How Linear Is Too Linear? Final Fantasy XIII Map Looks Like A Shoestring

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moogling

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Analog Hype writes, "It's an age-old argument that dates back as far as anyone can remember. Discussions carry on year after year as players moan and groan, mumble and grumble about their favorite games being too linear. How linear is too linear, though? A game that throws you on a set path with clear objectives and no way to alter your course could be seen as linear, even if the world appears to be semi-open in nature.

Many people will have their own opinion, as there can never be a clear cut definition. Whether or not you like linearity, you have to draw the line somewhere. I recently came across an image (which can be seen below) of a Final Fantasy XIII area map. I'm not going to say that this is something I didn't see coming: Final Fantasy has been a long proponent of airtight maps devoid of much room to walk.

There's something about seeing an overhead view of the area map, though, that makes me uneasy. Naturally, Japanese RPGs aren't expected to be as open-world as their western brewed counterparts, but surely the team over at Square-Enix has to come to a point where they say "hey, we need to give players more freedom of movement and exploration." It really depends on who you are, but in this day and age, I expect action and RPG games of all sorts to be more open in terms of traversal throughout the playing world.

I'm sure this won't be game breaking, as people will be far too involved in strategically taking out foes and completing quests to care about where they are, but what do you think? Click here to get your own view of the world made out of shoestring (the image is literally too tall for me to post)."

Source: analoghype
[This may be more suited for the "Final Fantasy XIII" forum]
 
Yeah, well it's like the first 1-3 chapters of the game, which is really just Pulse and the Ice path, but I'm sure it'll open in the later areas (like the big open greenland). Also, to be fair, one of them is a bridge.

I enjoy linear paths anyway, of course not if that's the same for every area, but generally as long as I know I'm going in the right direction in the storyline I'm happy. Plus, it means you can explore every area whilst still keeping to the main objective, instead of having to go back and take another fork just to explore that area, but as long as those forks are either connected in someway, it will be fine - just not games where you have to play it many times because the story changes if you take a different route (i.e. good decissions made in the game alter the story in someway, whereas bad decissions alter in another way).

Plus, in a game like Final Fantasy, where you could potentially spend hours on a small map, it's worthwhile to know where you're headed and not get bombarded - I mean seriously, if I was given an Airship in a game which opens up the whole word, I would be just so confused if I wasn't following a guide.

Of course, this doesn't mean I don't like open worlds or multiple options either, in a game like Mass Effect or Dragons Age Origins, it's very nice to have that option because you can see how differently the characters interact, and change the story, and then I could perhaps handle replaying it again because I'd always pick the wacky options the second time and see the consequences of my actions.
 
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How linear is too linear, though? A game that throws you on a set path with clear objectives and no way to alter your course could be seen as linear, even if the world appears to be semi-open in nature.

I know FFX was basically like this- a linear pilgrimage northwards through the paths and highroads of Spira, but JRPGs are normally rather linear affairs. But it's nothing bad if it's linear as long as the game is done right which I'm sure FFXIII has.

Whether or not you like linearity, you have to draw the line somewhere.

I would draw the line because of how long the dungeon is rather than it being a huge line going downwards.

There's something about seeing an overhead view of the area map, though, that makes me uneasy. Naturally, Japanese RPGs aren't expected to be as open-world as their western brewed counterparts, but surely the team over at Square-Enix has to come to a point where they say "hey, we need to give players more freedom of movement and exploration."

This guy is basing his argument off one dungeon! You can't exactly decide to draw the line after looking at this one map. Maybe he hasn't seen the huge open spaces of Pulse!

but in this day and age, I expect action and RPG games of all sorts to be more open in terms of traversal throughout the playing world.

They don't have to be- but I'm sure FFXIII will have some open elements to suit this guy's needs. I think nowadays people are becoming too infatuated with the idea of open world gameplay.
 
All RPGs are linear in design - ultimately, you have to go somewhere specific to advance the story, and to me it doesn't matter how big or small the map is, its nothing but an illusion of freedom. You can explore, but really all you're doing is wandering around aimlessly in a confined space procrastinating in advancing the story.

The image doesn't really bother me. In fact, it could even be considered a good thing - I like knowing where I'm going, and I hate wasting hours getting lost. So long as I can power-level as much as I like, and there are a few sidequests and such to provide a distraction, I'm quite content. It could be room-to-room for all I care, its pretty much the same thing anyway. XD
 
The first few areas, or at least the first 1 is on the Hanged Bridge as far as I'm aware so it's hardly surprising how narrow it is. Also, you couldn't base it off that map image, the areas that spin off to the sides could be massive and that it's just been scaled. I think you have to look at the fact as well that when you watch some of the videos there's a massive field you go through.

Guy who wrote this is clueless.
 
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