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Linear Vs Open World Game Design

I can remember the controversy of Final Fantasy XIII when it was released. People had a variety of problems with the game (I’m more fond of the game than most as evidenced by my Final Fantasy game ranking) but one of the more prominent issues was the linearity of the game. Considering how open world Final Fantasy XV ended up becoming, I thought it might be worth discussing the pros and cons of linear vs open world game design.

To start with, I should explain that I have always leaned towards Japanese games over Western games. In my youth I played as many JRPGs as I could get my hands on (this usually meant just Final Fantasy). These games tended to favor a linear design which meant exploring a world where you progressed from point to point, occasionally exploring a side area but, in general, limiting exploration until you acquired vehicles that allowed you to traverse mountains, sea and air late in the game.

Often in Final Fantasy games, you will receive an airship to explore the world near the end of the game.

The first time I can remember actively taking note of open world design was when I played The Elder Scrolls IV: Oblivion. It unnerved me how I could go to practically any area in the game right from the beginning and I often found myself sticking close to cities (particularly the Imperial City) where the game felt somewhat structured. I had a variety of issues with the game (I disliked the floaty combat for one) but the sheer openness of the world was certainly one of the more unsettling aspects I found in the game.

It is worth noting that, while the difference in linearity between Final Fantasy XIII and previous Final Fantasy games is not as severe as it has been made out to be, it is true that Final Fantasy XIII is more linear than the other titles. There are no side areas in the game and, for most of the game, you find yourself going down a straight line on a map with a couple of secret treasure spots hidden at the sides. There are no vehicles and it isn’t until you spend many, many hours with the game that you reach the only area of the game to feature side-quests and a vast open expanse. Unlike most other people, I found the linearity of the game comforting as it allowed me to focus on going from story point to story point with little distraction. However, the backlash was strong enough that Square Enix began to incorporate more open world design into Final Fantasy XIII-2, Lightning Returns: Final Fantasy XIII and, ultimately, Final Fantasy XV.

Square Enix used the Final Fantasy XIII trilogy to assess feedback as they moved from linear design to more open world.

By the time I played Final Fantasy XV, I had played the Dark Souls trilogy and the Witcher trilogy (a testament to how long Final Fantasy XV took to develop). In any open world RPG, side-quests are paramount as the open nature often leads to players spending extended periods of time away from the main storyline. It soon became clear, however, that the side-quests of Final Fantasy XV were, mostly, repetitive and without substance. This drained my enthusiasm for the game and made me think how the linear structure of Final Fantasy XIII at least meant that there was little to no filler in that game.

So far in this article, I have spoken primarily of how much I have preferred linear game design and that might lead you to the false conclusion that I actively dislike open world games. As I mentioned before, I have played the Dark Souls and Witcher games and found the exploration of their worlds very entertaining. The way the world connects each area with another is one of the things that makes the first Dark Souls game such a joy to explore with many shortcuts to be unlocked and hidden paths to reach later areas from early on in the game. In the same breath, I would point to the myriad of excellent side-quests in the Witcher games which are intricate, thought provoking and often more interesting than even the main story.

Open world games can be a wonderful and gratifying experience but require an interesting world to explore with great level design and engaging side-quests. Many developers feel obligated to make their worlds as open as possible but, if their primary goal is to tell an engaging main story, it can often be better for the game to be structured linearly with little to nothing to distract from the experience. Let me know what you think of linear vs open world games, which you prefer and why.

Thanks for reading and if you wish to seek any of the titles I mentioned, don’t hesitate to use amazon.co.uk or amazon.com for all of your needs! Also feel free to follow my curator page on Steam “JRPG Reviews” for thoughts and opinions on any JRPGs that I play and my YouTube channel “Victory Achieved Gaming” where I guide my friend through challenging games.

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