>''Why nowadays is every AAA game bloated open worlds or multiplayer services? What happen to the good ol' days of linear narrative based single player games?'' >/v/ in the good ol' days:
>>738438546right is perfectly optimized. left is arbitrary and random
>>738438546the average /v/ user is an 89IQ mutt from Nicaragua who grew up playing ultralinear cinematic trash on their PS3 and are terrified of open spaces or player choice.
>>738438546Yes I remember how shitty FF13 was.
One on the right is still too complicated for zoomers.
>>738438886An open world can be completely linear, it's just an interactive mission select.
>>738439461>if i make the map super complicated it will somehow improve my ACTION gameunc design
>>738438546>left is actually tiny>right is actually huge and atmospheric
>>738438546Left is not open world or games-as-a-service. It actually gives the player more to do than the right because there aren't 5 cutscenes just to walk down a hallway. It also has the player figuring out where the fuck to go, but there's not tons of depth and challenge to that.
>>738438546left is not open world.
>>738438546You'd really try to argue that games like Thief, Crysis, and System Shock are not linear narrative based singleplayer games?
>>738439683>>738439990>>738440134
>>738439538Now wonder Gen Z doesn't own homes. They'll get lost in them