Freedom Done Wrong
Jim Sterling over at Destructoid wrote a post the other day claiming that linear games provide pacing and structure that nonlinear “sandbox” games do not:
Indeed, if every game was a huge open world, you would soon find yourself growing bored, or at least overwhelmed as you struggle to find time in the day to explore sandbox after sandbox. After hours spent in the hustle and bustle of Liberty City or Tamriel, a game with clearer focus and a set beginning, middle and end can be just what the doctor ordered, providing some experiences that total freedom just can’t manage.
Sterling’s got a point: open games that allow for actual player agency over the path of the plot do tend to have inferior pacing and emotional impact when compared to games with a linear plot. However, Sterling falls into a common trap when it comes to game design: just because they tend to be inferior doesn’t mean they can’t manage to provide that pacing. Game designers just don’t pay enough attention to it. More after the jump.



