Linear or non-linear dungeons/maps?

Which?

  • Linear

    Votes: 5 14.7%
  • Non-Linear

    Votes: 5 14.7%
  • A Mix of Both

    Votes: 24 70.6%

  • Total voters
    34

amerk

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I vote for a mix. You don't want every map to feel like a boring Point A to B hallway romp, with nothing else to do. But you don't want every map to be tedious and huge either. I advise to keep your large non-linear maps focused on major dungeons (usually those that might impact the story), and leave the others to be a little more linear.

You also don't need every non-linear dungeon to be huge, either. You can have small ones as well. Pacing is important either way. For me, for every huge non-linear dungeon I play through, it's nice to have a couple smaller ones afterwards.
 

SuperMasterSword

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I agree with whitesphere. I like Legend of Zelda and have gotten pretty used to linear dungeons, (go to this room, get that key, go back to this other room where there was a locked door, unlock it). But hybrid dungeons would also be cool. It's still fairly straight forward but every now and then a little side tunnel for some goodies couldn't hurt. Especially if it'll help against a really tough boss.
 

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