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Here is an example of an incomplete non-linear map:
And an example of a linear map (without features, so similar to the above one as it is now):
Now, in the non-linear map, there may be puzzles and traps. They may unlock extra areas in the same map, but these extra areas would not be mandatory ones to visit. You will be able to 'choose your path' through the dungeon, being able to go any route you want to reach the end destination.
In the linear map, there may also be puzzles and traps, but these would serve to unlock areas that are mandatory to visit. You have to go a specific route to reach the end destination.
Now, it may seem 'obvious' that the non-linear option is the best choice (if you think it is), but you also have to consider: is the map too maze-like? Is a game with a lot of non-linear maps only going to consume a lot of time during travelling, or is the possibility of extra choice/free will more enticing?
Similarly, it may seem 'obvious' that the non-linear option is the better one when delivering a story as it is easier to manage. However, if there are too many linear maps, the game itself could end up feeling linear (ff13
).
Therefore, is it suitable to have a mix of the two map types, or could it potentially feel like the game is just a mish-mash of the two? Some people preferred FF13 to some non-linear open-world games for example, because it was 'obvious' what to do. However, some hated 13 due to its 'only one thing you can do' approach. Is the individual map's design more important in this regard than simply the aspect of linearity and/or choice?
And an example of a linear map (without features, so similar to the above one as it is now):
Now, in the non-linear map, there may be puzzles and traps. They may unlock extra areas in the same map, but these extra areas would not be mandatory ones to visit. You will be able to 'choose your path' through the dungeon, being able to go any route you want to reach the end destination.
In the linear map, there may also be puzzles and traps, but these would serve to unlock areas that are mandatory to visit. You have to go a specific route to reach the end destination.
Now, it may seem 'obvious' that the non-linear option is the best choice (if you think it is), but you also have to consider: is the map too maze-like? Is a game with a lot of non-linear maps only going to consume a lot of time during travelling, or is the possibility of extra choice/free will more enticing?
Similarly, it may seem 'obvious' that the non-linear option is the better one when delivering a story as it is easier to manage. However, if there are too many linear maps, the game itself could end up feeling linear (ff13
Therefore, is it suitable to have a mix of the two map types, or could it potentially feel like the game is just a mish-mash of the two? Some people preferred FF13 to some non-linear open-world games for example, because it was 'obvious' what to do. However, some hated 13 due to its 'only one thing you can do' approach. Is the individual map's design more important in this regard than simply the aspect of linearity and/or choice?



