For Final Fantasy XIII-2, Square Enix seems to have been busy correcting the extreme linearity and general absence of RPG-ness which caused so much criticism of Final Fantasy XIII, with some maps looking distinctly complex – although this has immediately prompted complaints that they “will be a complete hassle to navigate.”
Some of the maps:
Towns and other crucial RPG elements were also promised, so it would appear Square Enix is attempting to address some of the major complaints levelled against the original.
In fact it may have achieved the ironic position of being less linear (at least in terms of dungeon design) than the latest paragon of open-world RPGs, Skyrim – a game in which almost all dungeons consist of a corridor to the boss followed by a convenient one-way shortcut back to the entrance or surface.
The original, by way of comparison:
However, the online reaction still seems to be demonstrating that, for some at least, Square Enix can do no right:
“I hope you guys are happy – after you complained about it being non-linear it is now a total bitch to navigate.”
“ヽ(´・д・`)ノ”
“It’s super-complex now. This game is godly!”
“It’s more complex than I expected.”
“They should have done the first like this.”
“Nobody really wants non-linearity with such small maps in any case.”
“They’ve just piled in pointless forks so much it’ll be a total hassle. Damn idiots moaning about linearity.”
The game’s international release is due in January, although the Japanese version is available now.
I actually liked FF12 because Square Enix actually did something original and it required some skill not just endless grinding for xp
People complain that it is too big of a map now but in all reality it’s not. These maps are usually the FULL dungeon for that specific area which means that it isn’t
all that huge.
Plus, I have played the demo for the third map and as large as that may seem, when i went through the full dungeon map i realized thayt every part of the map
was enjoyable. There were optional areas to do missions so the map wasn’t just larger for no reason. so those who dislike the new maps should stop whining. They are no bigger than an average map.And have a reason for being big.
maybe i’m confused? or is it them? the shape of the map doesn’t make it linear or non-linear.
linear is going from one map to the next, always forced forward on the same plot. non-linear would be jumping around to do things in any order you like, ideally with your choices affecting the gameplay and even the ending.
Super Mario Brothers was linear.
Mega Man was non-linear.
Super Mario Land had linear maps, but the world map had choices that made it non-linear.
Final Fantasy 1 was frankly, pretty linear, even though it has an open world map, since you can’t really do the plot or the missions or bosses in any order except 1, 2, 3, 4 etc.
most games today are super linear. GTA had a huge sandbox, but most editions had pretty linear storylines.
nobody wants to spend millions of dollars developing gameplay, missions, levels and storyline for story branches that many players will never even see.
for a very short but very non-linear game, look at The Stanley Parable. (isn’t there a hentai version of this game made with differenct source of course? wrong corner, attacked by tentacles. ‘don’t go to the bar’, ‘fine, go to the bar, tramp’. got too drunk, captured and sold.)
People are confusing linearity with wide open spaces that you could explore. The latter is what we refer to when we say stuff like ‘non-linear’.
The real problem of FF 10 to up is simple: have a 0 plot.
its normal I think … especially for skyrim player like me
Its nothing like Skyrim, Lol. Its a proper dungeon, loads of different branches leading to different things.