The expansive province of Skyrim; fully explorable from top to bottom. |
Most RPG's and nearly all MMO's fall into the category of being open-ended games, featuring a large game world to explore. Going to the core of the avocado, in an open game your character may navigate the world at your discretion and go where you want, went you want. You can run, jump, swing your sword/use magic, harvest raw materials, and interact with the world's inhabitants. This means that every action is your choice, from fighting a bear to climbing a mountain to simply wandering aimlessly.
If you can see it, you can go there. |
Ragnaros, a final boss in WoW. |
Players enjoy this sense of freedom and exploration because we are naturally curious. Secrets and unanswered questions push the player to continue searching and discovering new things. Many of the choices in open games are big and lead down very different paths based on where the player chooses to go. This can be said for choosing your character's class and skills as well, as there are usually many to pick from and will make a big impact on the player's experience in the game.
A few of the 15+ skills you can train in Skyrim. |
For
example in Skyrim there are various different questlines in different
guilds, and the player is free to do them (or not) in any order they
choose. I personally know that lots of players like to experience all
the other content before completing the main questline because it
usually contains the most intense set pieces and makes for a good
climax.
The true downside to a huge game world is that sometimes it feels like nothing is extra-special in it. A lot of time is needed to create that much content, so the highlights are few and far between. Comparing this to a game like Uncharted, and its on a whole different level.
Hellfire Peninsula is a big area...and it can get a little bland. |
Linear games usually involve moving to the next area, shooting everything/navigating through the level, and repeat. The mechanics are actually very similar to an open game in terms of player navigation and possible actions they can perform. The difference comes from how the player is able to interact with their world, and the pacing of the action.
A linear game does not wait around for players to discover things or find secrets; there is almost always something going on. The dynamics in a linear game are how players must fight against increased numbers of enemies in more enclosed environments, kind of like a funnel. An analogy is being on a water-slide compared to a wave pool at an amusement park. In both settings there is moving water (conflict), but it presented to you at a different pace and you may choose to leave the wave pool.
Because the player in a linear game cannot pick and choose what experiences they have in the game, they often contain more dynamic engagements and unique elements. The Uncharted series is based off very intense 'set pieces' which are basically scripted events on a large scale. Each set-piece will happen once throughout the game's story line and is a memorable experience for players.
This set piece piece occurs in a sinking cruise ship, and the goal is simply to escape with your life. The player only has one path to follow through the level, but the dynamic and frantic nature of the level makes for a very memorable experience. It is moments like these that linear games focus on to make up for not having sprawling environments for the player to explore.
The stakes don't get any higher than this! |
Many players like a continuous stream of action and linear shooters/adventure games deliver this with abundance. From taking on scary bosses to fighting off waves of enemies, linear games are meant to take a player through the whole experience without ever slowing down. From personal experience I've played both types of games, and what makes each type special is mutually exclusive from the other. I enjoy both types of games equally despite the very different sides they take on pacing and level design.
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