Written by The TAG Team
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| While not really adventure games, the Grand Theft Auto series are sandbox games, which by definition is not linear. |
Continuing with our series of discussion questions, let's have a chat about game worlds.
In some adventure games, you have to complete area A before you can have access to area B. In other games, you have free rein to go nearly everywhere you want, exploring along the way.
Sometimes, it was done for logistical reasons. Leisure Suit Larry 2, for example, was specifically designed to avoid disk swaps, with each area fitting on a different floppy. When you advanced, you would change the floppy, and not have to flip disks back and forth.
In Maniac Mansion, you could explore nearly everywhere in the mansion from the beginning, although sometimes you might get caught by the Edisons and get to visit a special room in the basement.
Some games are a hybrid. In The Legend of Kyrandia, for example, you can explore a large area, and then when you solve a puzzle, you can explore the previous area as well as a new large area combined -- and you need to go back and forth to solve some puzzles.
Does a linear path make the game easier? Harder?
Is there a thrill in opening up new areas, or more joy in seeing things you can’t access yet?
Which games handled their choice well? And are there any games that handled it poorly?
There’s pros and cons to each approach, but what are your thoughts?







