There needs to be more linear games this gen!

Fatboi1

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Not one of these games is linear breh :what:

Halo is, but it's still very open
Again you have selective reading. I clearly said already that "Linear" is games that are well paced and have points that connect different levels together. Take Halo for example. You can't "go" to another part of the world without the game taking you there. When you're in a level, you're there to complete. Once you're done the game does something(set piece, cutscene) or w/e to load into a new world. TLOU same thing. When you're in the Hotel, there's a more wide space and different ways to tackle what you gotta do. once you're done you go to the next place. Zelda OOT has a very deliberate way of handling it. It lets you "go" to some places but you can't progress until you get specific tools and items. Once you do THEN you can go to a new place. It's still "linear" in structure.

I prefer that over just placing someone in a HUGE open area with nothing there but filler.
 

Mowgli

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:comeon:

Linear doesn't mean casual or some other negatives that ya'll attach to them.




1875219-box_dmc3.png


These aren't casual breh.

I'd rather these than open world #25 from Ubisfot.
Open world ninja gaiden

Open world devil may cry :noah:
 

Fatboi1

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It has to be done right. And when that's the case, it's :blessed:
That's the problem. Most of em aren't. You yourself said MGSV has some boring parts in it. You can't help to agree that MGSV has some flaws due to the way it's designed. I'm no expert but I can tell that the "freedom :blessed:" of the game contributed to that. Africa and Afghan is like 60% filler. There's hardly anything special outside the bases. The best parts of the world were the actual mission checkpoints. The space in between seemed pointless. It's a tall order but the only way I can see a legit open world game with beautifully designed overworlds is GTA with MGSV base level design. Now THAT would be amazing.
 

Fatboi1

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Yet you excited for Fallout. :mjlol:
You dudes think in black and white too much.

Wanting more linear games doesn't mean I don't want ANY open world games.

That also doesn't mean Fallout 4 won't have this issue. Skyrim and Fallout have lots of useless space in between. Why you think they got fast travel options? Besides this thread is about existing games going open world not already open world games from the start.
 

MeachTheMonster

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And it's funny how some of those titles seem to have become stale as they went for this new approach. Why is MGSV so divisive?? It's a great game but you see way more people annoyed by how it seems to have taken things that were great in the past and done away with it for something that isn't as fleshed out.
Nah, they got stale which is why they changed. With any change you'll get a vocal minority complaining. But say uncharted 2 released today, it'd get slammed for its linearity and handholding.


You keep saying this when this isn't true. Mario 64 was done on a Nintendo 64. That wasn't "limited" back then. GTA 3 and San Andreas were crazy for PS2 as is.
RE4 and Zelda OOT. You keep saying "corridors" when you damn well there's no sense of claustrophobia in any Zelda game or Halo.
And Zelda is in no way a "linear" game. Halo is more a sandbox. RE4 while it was considered a good game that was the downfall of the franchise cause they replaced exploration and interactivity with linear movie type pacing.

No it wasn't. You HAD to go to motherbase several times. You HAVE to go to Motherbase to see certain scenes.
You have to watch cutscenes in any game :comeon:

You HAVE to extract certain characters in missions to progress.
Only if they were part of the story during a story mission.


Gone are the days of carrying a keycard and having it warm up to unlock a door or other quirky fun mission types in older MGS games. Now it's "Boss go get this guy.. He's valuable!"
And it's been replaced by seemingly limitless options, some of them still just as quirky.


Oh so extracting random breh/brehette #10 is taking things to a new level?
Tying those extractions to your characters progression, and giving you the choice of what/when/how to extract, is taking things to a new level.
 

Mowgli

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You dudes think in black and white too much.

Wanting more linear games doesn't mean I don't want ANY open world games.

That also doesn't mean Fallout 4 won't have this issue. Skyrim and Fallout have lots of useless space in between. Why you think they got fast travel options? Besides this thread is about existing games going open world not already open world games from the start.
They have that in any open world game. Dont worry ull get your linear titles.
 

MeachTheMonster

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Again you have selective reading. I clearly said already that "Linear" is games that are well paced and have points that connect different levels together. Take Halo for example. You can't "go" to another part of the world without the game taking you there. When you're in a level, you're there to complete. Once you're done the game does something(set piece, cutscene) or w/e to load into a new world. TLOU same thing. When you're in the Hotel, there's a more wide space and different ways to tackle what you gotta do. once you're done you go to the next place. Zelda OOT has a very deliberate way of handling it. It lets you "go" to some places but you can't progress until you get specific tools and items. Once you do THEN you can go to a new place. It's still "linear" in structure.

I prefer that over just placing someone in a HUGE open area with nothing there but filler.
You can't go making up your own definitions.:comeon:

Zelda is not linear. It's just not
 

Dirty Mcdrawz

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That's the problem. Most of em aren't. You yourself said MGSV has some boring parts in it. You can't help to agree that MGSV has some flaws due to the way it's designed. I'm no expert but I can tell that the "freedom :blessed:" of the game contributed to that. Africa and Afghan is like 60% filler. There's hardly anything special outside the bases. The best parts of the world were the actual mission checkpoints. The space in between seemed pointless. It's a tall order but the only way I can see a legit open world game with beautifully designed overworlds is GTA with MGSV base level design. Now THAT would be amazing.


I think you're using the words linear and filler wrong in regards to gaming :jbhmm:

It also seems like your main point is that your disappointed in MGS V....
 

Fatboi1

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Nah, they got stale which is why they changed. With any change you'll get a vocal minority complaining. But say uncharted 2 released today, it'd get slammed for its linearity and handholding.
Speak for yourself. They didn't get stale. Devs just saw GTA 3 numbers and wanted to chase the stars too. RE4 went in a completely different direction. It got less scary and became more action oriented. If Uncharted 2 released today, it wouldn't get slammed because games like Wolfenstein the New Order is linear and it wasn't slammed. I'm not even going to get into the whole Uncharted argument because you've proven time and time again that you're incapable of talking about that series without shytting on it and being extremely biased.

And Zelda is in no way a "linear" game. Halo is more a sandbox. RE4 while it was considered a good game that was the downfall of the franchise cause they replaced exploration and interactivity with linear movie type pacing.
It was the downfall because it went in an entirely new direction. It became too actioney and less scary. It just stopped being Resident Evil. RE4 in all it's "linearity" is considered one of the best games of all time so what exactly are you talking about??


You have to watch cutscenes in any game :comeon:
But you said it was optional.. Now "You have to.." Which is it?? You said the issue I had was easily fixable by just doing missions but now "You gotta do that in any game...." :stopitslime:


Tying those extractions to your characters progression, and giving you the choice of what/when/how to extract, is taking things to a new level.
Yeah.. That's the issue though.. That's pretty much the MAJORITY of the mission design in the game. There's no argument here. MGS1-3 had way more organic and varied mission types. MGSV mission types were very simple. Even though you had OPTIONS, you still ultimately did the same thing. MGSV has no equivalent Vulcan Raven fight, no The Boss Fight, No Gray Fox Fight, No Psycho Mantis fight no nothing. The game is great but it's not perfect man.
 

Fatboi1

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I think you're using the words linear and filler wrong in regards to gaming :jbhmm:

It also seems like your main point is that your disappointed in MGS V....
Maybe I am.. :ohhh:
I think that's my issue. There's too much "filler" in a lot of games that take away from the pacing and structure.

That's really the issue though, the "filler" is easily applied to "Open world" games. I mean okay if you take a game like Zelda OOT, it's "open" in a sense that you can go where you please and do things optionally but it's relatively minimal and it doesn't really take you completely off track like in modern games.

I just can't take a game story serious when one second I'm in a helicopter about to crash only to a few minutes later have the choice to just go run around collecting chickens and sheep. It just makes the game's structure disjointed. I don't like that shyt in games. It's like one second the game is serious and then stupid shyt happens that make it feel like less of a cohesive experience.
 
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