#linear game design
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I'm gonna try to put my two cents after reading other users' reblogs and replies.
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First of all, what does "open-world videogame" mean here?
Wait, no, I'll rephrase it better...
What's the difference between a game belonging to the open-world genre and a game merely having open-world elements? And at what point would a game become "too open-worlded"?
If having sidequests makes a game "open-worlded", then the Pokémon Gen 1 remakes released on the GBA belong to this genre. I've already seen quite a few people here arguing the Pokémon main series has had open-world elements and potential ever since its inception (although one user claims Pokémon lost its open-world traits around Gen 6, then Game Freak went to the opposite extreme and made Gen 9 too open-worlded while forgetting why the open-world elements worked well in the first few Pokémon generations). Another game series that had this kind of thing was Mega Man Battle Network -along with its continuation, the Mega Man Star Force trilogy-, but in this case, I've also seen people criticizing those games for making the player spend way too much time on "wild goose chases" (I'm in the middle of a Battle Network 2 playthrough right now, and I kinda have to agree with that).
If being open-world means having areas where you can leave the level progression aside for a moment and freely explore and do stuff other than beating levels and advancing on the story... That's just a hub world. Sonic Adventure already had at least three of them, and Sonic Unleashed also had a bunch of those (and it also had some sidequests, IIRC), as well as Sonic 06. Kirby and the Forgotten Land has a hub world, too.
If a game belongs to the open-world genre because it has multiple optional paths for the player to freely follow in any order they want -or several bosses for the player to also beat in any order they want-, then the older The Legend of Zelda titles (or at least A Link to the Past) and Metroid * -along with the entire Metroidvania genre- already have that (I think people mostly agree that the Metroid series is open-worlded enough and doesn't need the "Breath of the Wild treatment").
[* Namely, Zero Mission would be the maximum expression of open-world elements in any Metroid game (at least within the 2D ones), with all the sequence-breaking it allows. I thought about using Super Metroid as an example instead, but then I realized most of the sequence-breaking in Super Metroid is technically possible due to glitches and was probably not intended by the developers, unlike the "sick tricks" you can pull off in Zero Mission.]
Also, we should probably remind everyone of the difference between "open-world" and "sandbox". If I've read it correctly, "sandbox" is when the player can take stuff from different parts of the game and make new stuff with it in the game, like taking ingredients from different places and using them to make a potion you'd never get if you tried to find it in the game's world. If that already made a game "open-worlded", then Freedom Planet 2 would be an open-world game since it includes a gimmick of synthesizing custom potions out of items and stuff you collect throughout the game's levels, but everyone agrees on classifying it pretty firmly as a Sonic-inspired linear platformer (it does have multiple branching paths to follow, but that branching only happens on a couple of points for Story Reasons and the only way to "freely" explore all branches is by opening and simultaneously playing several save-files for each of the four playable characters).
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Someone else said in the tags that, despite enjoying Pokémon Violet, they had to play it with a guide. That sure sounds familiar to me: if I tried to play something like Breath of the Wild... I know what Zelda is about and how those games usually go, so I'm not totally uncultured on that front, but I'd still feel utterly lost the whole time, most likely. For similar reasons, the mere idea of playing either Ocarina of Time or The Wind Waker by myself for the first time is also making me feel a subtle existential dread, even though I have some interest in trying out any of them someday.
But the thing about a guide being required to enjoy playing an open-world game also reminds me of some very specific criticism I heard against The Legend of Zelda (the original one released for the NES back in the mid-1980s): that it's a "guide game" and you'll need to get from the Internet a detailed map of the game's entire world if you wanna play it. If the Zelda series released an open-world game that accidentally does this BS again, it'd be so hilariously ironic (and it's a deeply worrying thought, too).
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I have a suspicion that the current "open-world trend" is just an excuse to do the bare minimum during a game's development process: just grab a couple regions of the game's world, copy-paste them as much as the SD card's or the disc's max memory capacity allows to, make a few changes to each repetition of those few regions to pretend that they're unique in some way, put items or whatever in that world, and boom, you have a game. As others already said in various ways on the reblogs, making a decent open-world game requires commitment, planning, care, attention to detail and such, and game developers ain't putting in enough of all that lately.
There's a debate that needs to be had on who's at fault for this: the development teams being lazy, or the gaming companies not paying enough and not giving enough time to those development teams. But that's another story.
I would simply not make Pokemon an open world game
#game design#video game design#open world#open world games#linear games#open world game design#linear game design
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People shit on BOTW’s Shrines WAY too much.
I replayed TOTK recently and am replaying BOTW now and I can safely say these shrines hold the fuck up. They are just as clever, just as creatively illuminating, just as focused mechanically, and just as varied and unique to eachother. The only one not is the Test of Strength shrines, and even those have more variance than people give credit for (because players tactics trend towards efficiency, not environmental novelty, in those fights… I think).
And that’s not the only thing that holds up, TOTK actually increased my appreciation for how linear BOTW *can* be if thats what you want out of it.
One of the biggest tricks these games pull off, IMO, is that the maybe most exciting and most cohesive experience narratively and gameplay loop wise is literally following the path as they point it to you-and that is neither immediately obvious nor desirable for so many players, that when you do find that path, it feels like you’ve uncovered something very special just by sticking to the road and the sign posts.
Both of these games played on rails are such great experiences. Following the path feels so subversive when you can go anywhere. It becomes novel to simply follow the story along it’s intended presentation and simply listen to what the game is telling you to stay on track.
The same goes for the shrines in both of these games- even though finding the wacky solution is what you’re probably going to find at first, when you find what the Shrine is actually wanting you to do, you uncover something very cool and very special. And not only that, they often teach you how to use your powers directly when you do, and it’s not just an arbitrary number go up mechanical reward. Both sets of shrines teach you functional things and are there to make you have a greater sense of knowledge about the game and how to you use your powers- which is something that supports the narrative purpose of the shrines. Link is being taught things by wise teachers at these shrines. That is such a clever reward and people do not sing that praise enough.
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Zelda! ✨🪄💫
#as much as I would wish for a more battle-magey Zelda....or you know a proper third person 3d playable Zelda....this game looks VERY cute#thank FUCK we're not doing another botw again though. i want linear storytelling & level design back#loz#loz eow#echoes of wisdom#legend of zelda#legend of zelda echoes of wisdom#arts#fan arts
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there's nothing quite like a dark souls game when you're really depressed. fromsoft places a hand on your shoulder and says "yeah no you're right. sometimes the whole world really is coming at you shrieking and flailing and trying to claw your face off and there is no hope in sight. what is left for us here but the deep sorrow of a magnificent beast doomed to a slow and possibly endless descent into ruin? here's a sword about it. go wild"
and then you stand there with tears in your eyes clutching your giant claymore to your chest like a lover and whisper "I. love my sword" and you do. you love that sword
#on so many levels I understand harrowhark nonagesimus. I love and hate that sword and the burden and gift it symbolizes#the duty to struggle on because you're beholden to and beheld by love still etc.#fromsoft could make a really good and really weird locked tomb game if given the chance I think. it wouldn't be what I wanted#(which lbr would be a dating sim thing. like bioware style. some gameplay but mostly Drama) but it would rock probably#dark souls#dark souls 3#I was feeling real bad so I went and borrowed ds3 from the library since it's the only one I haven't played!#thus far it's definitely my least favourite of the trilogy (longtime ds2 lover & truther logging on) but it's still a from game#it scratches the itch! I made the colossal mistake of starting with a spear and boy oh boy do I NOT have the muscle memory built#for that moveset in these games fhdsakj I was wondering if I really just sucked until I picked up a shortsword and was like 'ah!'#and then when I finally found the claymore... this is of course deeply embarrassing but I kind of teared up a little#I'm home. I'm never using a shield again. it is not the vaguely-concerned way to cower before death behind a wall of steel#I mistime a dodge roll straight into an enemy attack and eat shit as tradition and honour dictates#storywise I'm not getting anything much out of this I must admit tho I didn't expect to (I've watched all the lore vids) AND#I don't quite vibe with how linear it is or the runbacks (damn elden ring really fixed that design problem huh!) but it feels good#to slam my face into a brick wall again. the comfort of having your ass kicked and knowing that is as it should be#I am doing a little roleplaying. my girl selene. she's from irythill. she used to hang out with the same crowd as vordt and the dancer#(she in fact had a huge crush on the dancer back in the day) but like. she hung out in the lower coolness tier of the same crowd#if you see what I mean. I hate to invoke the franchise even through fanwork but my life as a background slytherin style.#selene was on the team for sure. but it was the b team. the powers that be kind of sent her off on an impossible quest#that she's been dutifully trying to complete this whole time and indeed kind of is still this linking the fire thing is just a sidequest#(selene is very hot basically well-meaning and not too bright. true hero material)#she's SO embarrassed after fighting vordt b/c she genuinely thought his name was bort this whole time#every time she meets an outrider knight she's either like 'oh my god -- KEVIN?? D:' or 'hehehehe who needs#to 'watch their footwork' now motherfucker. yeah you heard me bill'. she's going to be real sad about gwyndoline probably :(#also. I have lucatiel's armour now. oh my god. my girl. long time no see I love you. tfw no hat tho
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Im in a pickle rn
Im making an interactive fiction dating sim for fun (nothing too serious, im just letting myself be whilst writing it) and now i have a problem
There are 6 characters you can romance here- 3 females and 3 males. Nothing wrong there until I SUDDENLY WANT IT TO BE A YAOI NOW
And the MC is a male bc idk how to change the gender and i am JUST learning how to code on my own

Send help
#i have a trick to make the script drafts interactive with notion's page features#and twine is easy to use if you have coded on renpy#but we only tried to do kinetic/linear vns#they never got finished#and tbh twine is the soft spot between beginner game development and interactive stories#i also found out about dol being a mess#so a friend and i got motivated to do our own stories#profic#proship#op is a proshipper#pro fiction#proshippers please interact#proship artist#proshipper please interact#proshipper#antis dni#twine game#twine if#twine wip#interactive fiction#proship please interact#proship writer#original stories#original character#i also have to design a new character#felix isnt felix anymore and her name is mallory#the actual felix is back into being a male#yaoi#do i make this a yaoi
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man, I love A Link Between Worlds... sometimes I remember it, its hyper-competent yet humble design and storytelling proposal, and I genuinely think that makes it among my favorite Zelda games ;;
#thoughts#albw#the dungeons are *so good* the level design is peak classic zelda formula imo#the very idea of its non-linearity#while maybe not executed to its fullest?#is sooo compelling to me#I think they were experimenting with design elements here that eventually led to botw's formula#(and I do prefer albw as far as non-linearity goes btw)#(I'm a “semi-open world/world in hub” truther u_u I believe it makes for more authorial and controlled set design which I prefer)#the near-folksy take on the more gothic alttp is really good#(yeah btw: I think alttp might be the most traditionally gothic zelda game to me? moreso than mm's or tp)#(alttp feels like a rotting world with one guiding faith dwindling against constant corruption/the dusk of better times)#(the world is so hostile and full of ruins and cold and dark and even the npcs are often against you! its ambiance is quite something)#(the rainy introduction and your uncle who fucking *dies* immediately... sorry I'm talking about alttp in my albw post now ;;)#and the LORE it introduces in regards to the triforce is so compelling and existentially shocking?#even if it hides itself very well#the characters also! not super developed but really charming#it's such a charming game#might be among my favorite 2D Zeldas if not my favorite honestly
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Remember in like 2010 when it was in vogue for gamers to use "it's linear" as a criticism without any consideration towards genre, tone, etc.
#cause i mean like yeah rpg being linear generally means poor design#but dudes were criticizing like point and click adventure games for being linear lol
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Congrats on becoming the real Royal Rat Authority, its been a real fun time watching your escapades!!! DLC time perchance?

#i mean i might#i have a week left of work and then i'm going to need something to distract myself from completely collapsing for a whole month hn#it's left a hole in my days i have nothing to tune out with anymore#i will be replaying the dark souls trilogy at some point in the not too distant future but#i regrettably found that the version of 1 i had in my recently resurrected steam library is the now defunct Prepare To Die edition and lord#there's no kind of controller support at all and#i've tried to spruce it up with every kind of mod i could find and it's still naomi cambell sniffling you're all so ugly dot jpg#and none of the DS games are in the steam sale argh#ølden ring#a possible brave yet controversial thought but#i've been circling around through old haunts just to try and find things i've missed and#was stormveil castle the early peak in terms of legacy dungeon design?#all the subsequent ones barring maybe leyndell favoured a (relatively) more linear approach#with one fairly obvious throughline where stormveil looped in and around itself in umpteen different delightfully confusing ways
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ppl who make their sims hyper realistic and super detailed are so strange to me. yeah they look pretty in cas and when you pose them for screenshots but i KNOW those goofy ass facial animations are not translating onto your blob of alpha cc in actual gameplay
#this is not a dig @ anyone btw#ppl can do whatever they want with their games what do i give a shit#i just know these people are not actually playing the game which is fine#it’s just very funny to me. the idea of loading up the sims a life simulator#to play dress up take a few screenshots and call it a day#especially bc the first sims originally began as an architecture/interior design simulator ☝️🤓#again im not trying 2 be mean or make fun of anyone it’s just fascinating to me. there’s a whole world of sims players that#i could simply never understand#its especially baffling to me i think cause im mainly involved in the sims 2 community#and that game is SO deeply unserious#u get people who make highly curated sims and then stage screenshots to tell a linear story#i appreciate the dedication btw. but that is absolutely the opposite of what i do with my sims#i feel like we’re playing completely different games sometimes#anywayssss..just something i think about sometimes :)#snow.txt
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perhaps as a ploy to become the world's most dedicated drakengard 3 hater, perhaps to strengthen my spite-based narrative design, perhaps even out of sheer desperation for drakengard content..... ive finally decided to do the unthinkable and holy shit i didn't even know it was possible but how is this even worse than i thought
#gu6chan's musings#why is zero such a fucking obnoxious brat like shut UPPPP holy shit#why is the gameplay literally 'drakengard 2 but make it 110% more linear and slap in a stamina bar for good measure'#i dont wanna bitch about enemy variety YET since ive literally only started but why does this make legnas aerial sections feel like they#have more weight#are they made of paper?????? when the heavy knights in dod1 and 2 came at you you FELT it (especially 2 with the heavy footsteps.....)#why are the designs just so..... unimaginative and bland (this goes for the environment AND the characters like... like???)#y'all im giving this game all the grave of gpd by turning off it's soundtrack so i won't have to deal with that like i did in nier#but my GOD blocking fans of this game with the thought of 'we have our differences :)' isn't enough i think i need to shoot them with a gun#actually kinda lied at that last point ive used 'liking drakengard 3' as a subtle red flag for ppl generally just being immature or even#downright shitty/blindsidedly obnoxious people but was like 'thats so mean im sure theyre not all like that'#but ladies and gentlemen#its worked every time#i kid you not with like 4-5 people online i was like 'okay; that's just coincidence though bc while taste DOES reflect personality to an#extent it can't be a red flag' until i met my best friend's shitty fucking girlfriend he's on the cusp of breaking up with right now and she#said she was a HUGE fan of Drakengard 3 our first time meeting and i was like '😀 uh-huh; how neat' and she turned out to be fucking INSANE#anyways wish me luck on this maybe I'll survive..
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I like linear games, despite “linear” becoming something of a dirty word about video games, especially in the open world craze that has dominated the mainstream game market for years now. And that’s a shame, because linear game design is an artform.
The great advantage of linear game design is pacing, structure and focus. Linear games are often not that long, at most often only 8-10 hours or so. You can’t really expect much more meaningful content out of a game developer, not without exhausting their well of creativity and how much of a single game a player can endure. And linear game design is putting that gameplay content in a coherent sequence for the player to experience.
Much of this design relies on pacing, creating a good gameflow, where each successive element builds on the previous one.
The most obvious is probably pacing the difficulty, going from easy to difficult. A good game usually introduces its mechanics in a simple and understandable way, gives the player easy challenges at first, and as the player develops their understanding of the gameplay mechanics, the game ramps up the difficulty to provide a consistent level of challenge. So in the end the game is not too easy and not too hard (depending on the difficulty option chosen). And instead of introducing mechanics all at once, the game maybe introduces them gradually during the early game, so that you learn one mechanic, and then another, instead of being overwhelmed by mechanics.
There is also pacing the gameplay to avoid monotony. Even action games can become too much if they are all fast paced action all the time. It can be important for an action game to have variation from the combat with exploration sequences or puzzle solving. And point-and-click adventure games may need to have variation between dialogue and puzzle solving.
Linear game design also allows for more coherent and complex storytelling. Story can matter in video games, and linear game design helps with that. Linear game design means that the developers can pace the development of the story alongside the gameplay. It allows the parts of the story to build on each other in a coherent and well-paced fashion. That doesn’t mean cutscenes, necessarily. Half-Life uses mainly environmental storytelling to tell an interesting story, and it does so in a very linear fashion.
Indeed the linearity of Half-life is part of the story. The game’s linearity reinforces how Gordon Freeman is ironically not a free man, but follows a path laid out for him by the G-man’s manipulations. The Max Payne series has similar themes about determinism and free will, reinforced by the linearity of its design. The second game has multiple levels taking place in an abandoned funhouse and the game makes those themes explicit by having him monologue that “A funhouse is a linear sequence of scares. Take it or leave it is the only choice given. Makes you think about free will: have our choices been made for us because of who we are?”
It’s a good comparison, a linear game is like a funhouse, or an amusement park ride. You get a linear sequence of gameplay and story, and you either take the ride and enjoy it, or you do not. It’s not lacking in interactivity, the player still get to actually play the game, they just don’t get a choice about the sequence of events. But if the game is well-designed, the sequence the developers offer makes sense, creates a coherent and well-paced experience, so you don’t care. Player choice is not everything, and offering a coherent tightly designed experience is a good thing for games.
It’s something that open world games can’t offer. They lack the focus and pacing of linear games. In your average open world game, the actual interesting gameplay and story content is often spread out haphazardly throughout a huge map, with lots of boring traveling. This old Prozd sketch pretty sums up the average open world experience, lots of walking between when actually interesting things happen. And non-linearity means that the various gameplay and story elements can’t build of each other in the tightly paced and coherent fashion of the best linear games. Often open world games boast of dozens upon dozens of hours of playtime, I’ve read boasts about a game having one hundred hours of gameplay. Yet because of human limits on time and creativity, the games don’t offer much more actually meaningful content than the “short” 8 hour linear games of old. Instead the rest is taken up by filler, such as travelling, and meaningless busywork sidequests like “fetch these materials” and “kill those enemies.”
I think the open world genre is part of the decline of mainstream “AAA” game design over the past fifteen years or so. Massive open world games with highly detailed realistic graphics require massive resources to create. It’s one thing that can justify the massive budgets of big game studios, and provide something that small indie devs can’t. That’s why it’s the only type of single-player genre that mainstream devs release nowadays. But it’s quantity over quality, replacing carefully tuned game design with just more content. Filler sidequests are often churned out by over-worked developers being ruthlessly exploited.
It’s also a way to justify predatory “games as a service” monetization with DLC, as it is easy to just add more content to an open world game (for a prize) compared to a small linear one. It’s easy to see when you compare modern game DLC to the expansion packs of linear AAA single-player games of old. An expansion pack in the 90s and 00s was often a short but substantial game of its own, with its own campaign and story taking about 3-5 hours to justify its existence.
Things being better in the past is often a conservative lie, but triple-aaa game development sure was. I love to play mainstream games from the 00s, and it’s stunning how well-designed they can be. And it’s partly because these developers were good at linear single-player game design, something we tend to only see in indie games today. The open world genre has proven to be fertile ground for triple-AAA games to grow its worst habits into the shambles it is today.
#my writings#video games#game design#linear games#open world games#thoughts raised in me by playing doom 3#which is a very linear corridor shooter from 2004#and it's pretty damn good
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in op world seeker nami is described as "a flamboyant young woman with red hair" and i think that's my favourite description of nami I've ever seen
so far op world seeker is the most engaging one of these games story wise. its gameplay is mid, true, (i like the combat, for the record.) but the fact oda wrote the games story does shine through immediately.
#modposts#one piece world seeker#i feel like it wouldve been a better game if it werent open world and the open world is the worst element#it feels forced. but other than that... the game is impressive and fun#combat is really amazing#its kind of sad because this development studio is actually really good at level design. when its linear
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i wish someone would beat it into nintendo’s skull that “open world” doesn’t automatically equate to “good content”
you can’t just slap shit into an open world with zero narrative context or tie-in or even just… out-in-the-world intrigue. you can’t tie stats to puzzles and expect me to care after i’m at a comfortable point with stats. you can’t expect me care about cool pieces of gear and their effects when half the time they require a set that you probably won’t be wearing anyway because you’ll need some other effect one single piece gives you from some other set.
like…. idk man. the themes they play with and a lot of the environmental storytelling in botw specifically is pretty solid. but fuck me is the gameplay-exploration loop just…. bad.
and the stupid part is that this 100% could also apply to [insert Fallout/TES game here]. but like at least Generic Skyrim Cave #132 might have a tunnel to Blackreach or some note that’ll point me towards treasure or a different cave or a quest or something. like give me a reason that isn’t just stats.
if i wanted that i would have just played a final fantasy.
also the cooking system as a substitute is lazy and bad (albeit fun and sometimes enjoyable) and serves zero purpose outside of game padding, and every time i have to stop and spend several minutes cooking with the worlds clunkiest inventory ui just makes me want to eat my switch.
#and i LIKE botw.#its not a great zelda game but its a fun one and has a lot of theming i really really like.#but.#it’s so fucking frustrating because it’s just like….#how many games have you watched do the exact same thing and die horribly the past decade#open worlds full of empty content?#and like of course you can get away with it because Nintendo but why drag Zelda down like that?#answer: because it’s easier to design an empty content-full open world than it is to design a tight linear narrative.#aj.txt#botw
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How I sleep knowing Aloy is a lesbian and HZ3 will not have dating sim-like romance options

#if im wrong ill eat this post or whatever ig#i just think just bc games like ME and BG give branching romance pathways doesnt mean every rpg needs to...#especially as those games have a strong focus on player choice embedded in their design philosophy#and horizon has always been very much a linear story. its just open world#and aloys journey as a character and her relationships? also linear and predetermined. comeon#also unlike bioware and bg3 in horizon games you are not creating a player character. you are not projecting yourself you are empathising#i think it would be veery weird and out of place for guerrila to suddenly include a romace choice mechanic#even the way they allowed the player to choose not to kiss seyka in the dlc was a bit of a cop out i personally think#bc despite it being rather inconsequential and not negating the relationship they had developed nonetheless#it gives people a window to b like. heres how aloy x avad can still win jfhjdn#and outside fandom shipping spaces and in the real world. it gives just enough space for the cognitive dissonance#of ignoring aloys sexuality completely#they might still do it in the next game. or relegate a romantic storyline to a sidequest. which is FINE i guess#like of course i think it should be 70 hours of undeniable unskippable dykery. but realistically i just hope for hashtag gayloy confirmed <#this got away from me but bottom line i just think shipping has poisoned peoples brains and i hate it in this fandom especially
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i think in terms of dungeon and battle style berseria is my least favorite. you can really tell where arise branched off from this game. the story and characters are really good and fun though so that makes up for it
#.text#graces has my favorite fight system by far with abyss being a close second. vesperia's dungeons are where its AT though#literally i think i didnt enjoy maybe only one of the dungeons in vesperia. theyre so fun and designed so well#and the ones that are story focused are so integrated with the gameplay that its soooo much fun to be in there!!#abyss is my favorite in terms of story/characters and music. and zestiria/berseria definitely have my least favorite combat#the dungeons are really dull too#NOT counting arise bc that entire game was a chore. im not even counting the dungeons as dungeons#bc theyre so. ugh. beyond disappointing. in zestiria/berseria you can really see that they sacrificed dungeon and gameplay#for graphics and the like. ultimately i much prefer their methods before those 2 games because#while the story for the older games can sometimes be too short or linear. they are much more fun to play#not counting symphonia... in which most of that game is disappointing. good for its time. lackluster now#i started replaying vesperia as well yesterday and genuinely i love that game. yuri and estelle are The characters of all time
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On one hand I understand why dungeons in 14 are linear but on the other hand I missed when dungeons in MMOs were treated more as places of danger and not something you have to do so regularly as part of the design so they have to be short and linear. Idk after getting my teeth into HW and thinking back to my earlier days of WoW, it makes me kinda miss that.
On the other hand though, the longer something is out (trials, df, yadda yadda) the more I feel like people expect you to know the ins and outs of everything so the less I have to memorize in order to not be “dead weight” the better, so call it a wash. But at the cost of what makes the genre fun? Idk…
Still love HW though and I can see why people hype it up. HW good…
#I know the 14 community is more patient though#So I feel like robust dungeon design would sound more doable than any other game#Also I’m only on HW maybe that linear design fleshes out more as the expansions go on#is it obvious I had a boring lunch break and took the time to type all this lol?
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