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61. Re: BioShock Infinite Delayed May 10, 2012, 08:11 theyarecomingforyou
Beamer wrote on May 10, 2012, 06:15:
Seriously, every complaint everyone here is making about "linear, on-rails" shooters applies to Half Life.

I guess Half Life ruined gaming, eh? You could only ever go in on direction, it was never mazes, you never criss-crossed back, every few feet you had a scripted sequence, there were fires that miraculously prevented you from going the easy way...

Man, Half Life sucked!
Exactly. There is nothing wrong with linear gameplay if the narrative supports it. Half-Life was designed as an underground facility and used the before/after explosion design to convey the idea that it was the destruction that was limiting your progression, not the design. Bioshock was linear but it was set in an underwater complex that was by virtue of its design claustrophobic. Metro 2033 did was very similar in that it had you moving through cramped underground environments, though when the levels did open they made the mistake of maintaining a linear route through.

By contrast, games like Call Of Duty and RAGE failed because they portray relatively large environments but only give you one route through which to progress. Call Of Duty also abuses the use of scripted sequences which reduce the immersion in the game, as does its use of infinite spawns and regenerating health.

They're going to have to be careful with Bioshock Infinite as the floating airship design is very open, which is in stark contrast to the underwater design of the original. Sure the individual areas are more open but that doesn't necessarily make it less linear. Games development has moved on since the original - Call Of Duty aside - and I don't think they can get away with having levels that are too linear. Games like Deus Ex: Human Revolution and Skyrim have changed people's expectations and both Far Cry 3 and Dishonored will be out by then as well, which both promote open designs with multiple routes to objectives.
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