this post was submitted on 18 Nov 2023
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linear levels. i am well aware this hasn't fallen totally out of use, and there are tons of great games being made in a linear fashion still. i'm very aware of that fact, and i'm happy about it. but i HATE open world and rarely see it implemented in a good way. i miss when games had linear levels, like missions after each other. the biggest example for me is halo, a game series that means a lot to me as CE was one of the first video games i ever played. with the release of infinite, there was a shift away from beautifully designed and curated experiences that make up each level. with individual levels you could truly see how much dedication the developers put into the game in a way that the open-world randomized bullshit cannot show.
I used to be crazy about open world levels but eventually my need to experience it all made me hesitant to play as who's got the time for that? I eventually resolved myself to finish as many of my linear games as possible and realized actually I very much like my linear games.
i've also experienced that, but upon actually doing all the various activities in some open world games, i realized they're often just filler bullshit or boring little minigames. like its almost always "hey here's my shooting competition, go to different points of the map to shoot targets with a timer". its just lazy.
Yeah, you can really feel when the amount of gameplay hours isn’t proportionate to the amount of design time that went into padding them out. I think unfortunately from the devs’ perspective it feels proportionate because the systems to dynamically generate new tasks themselves take time to develop. But there’s only so much variation that can be produced while keeping the results predictable (read: fun and not broken)