As this generation draws to a close and a new console generation begins there are again going to be some obvious trends that are going to define the new generation. Of late in GAF I see a lot of disdain for linear games which are often described as nothing but corridor shooters and there seems to be a huge resentment here for that sort of game design. There are obvious pro's and cons to each kind of game design and some of which I listed below
Linear games - There is a impression that most of the huge AAA games this gen have adopted this aproach to game design. The obvious advantages is that it allows proper focus on story, pacing and set pieces ( the biggest critical darling of this gen from this category being UC2 ). The disadvantage is the seeming lack of choice in the narrative and mechanics.
Open World - Unprecendented potential for completely immersing the player if the world is built well. More room for exploration and choice but the disadvantage always show up in repetitive missions, grinding,lack of pacing,no extragavant set pieces or OMG moments that deviate from the norm in terms of mission structure, mechanics tend to get old really quickly after playing the game for a few hours and you start seeing the shalowness of the design.
Wide linear/ Orchestrated Sandbox - A seemingly nice blend of the two that allows both space and focus at the same time though does so at the risk of not doing either superbly. Crysis 2, Dishonored and the upcoming TLOU ( at least based on what ND has stated ) seem to take this approach.
Personally speaking I would love the Orchestrated Sandbox apprach to be used by more games as that has the best potential to blend the advantages of Linear and Open World Games and really take advantage of the medium's strength in terms of both interactivity and story.
What does GAF think or like to see emerge as the trend next gen or is it better to have an equal balance of all types? Would UC2 or Gears be better if they had been open world? Would RDR have been better if it had more focus and mission variety by making it more linear?
Linear games - There is a impression that most of the huge AAA games this gen have adopted this aproach to game design. The obvious advantages is that it allows proper focus on story, pacing and set pieces ( the biggest critical darling of this gen from this category being UC2 ). The disadvantage is the seeming lack of choice in the narrative and mechanics.
Open World - Unprecendented potential for completely immersing the player if the world is built well. More room for exploration and choice but the disadvantage always show up in repetitive missions, grinding,lack of pacing,no extragavant set pieces or OMG moments that deviate from the norm in terms of mission structure, mechanics tend to get old really quickly after playing the game for a few hours and you start seeing the shalowness of the design.
Wide linear/ Orchestrated Sandbox - A seemingly nice blend of the two that allows both space and focus at the same time though does so at the risk of not doing either superbly. Crysis 2, Dishonored and the upcoming TLOU ( at least based on what ND has stated ) seem to take this approach.
Personally speaking I would love the Orchestrated Sandbox apprach to be used by more games as that has the best potential to blend the advantages of Linear and Open World Games and really take advantage of the medium's strength in terms of both interactivity and story.
What does GAF think or like to see emerge as the trend next gen or is it better to have an equal balance of all types? Would UC2 or Gears be better if they had been open world? Would RDR have been better if it had more focus and mission variety by making it more linear?