@ArdainianRight@detroitriotcity.com
2026-09-17 01:27 UTC
Something is wrong with gaming discourse when both Wolverine and Ocarina of Time are considered "linear" games despite dramatically different design philosophies. The lock and key progression system is linear in a sense, but it encourages exploration, backtracking, and creative puzzle solving to progress, and is not inherently a handholdy, on-rails experience.
Replies (1)
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@ChristiJunior@detroitriotcity.com 2026-09-17 16:55
@ArdainianRight@detroitriotcity.com Ocarina of Time could only considered "linear" back in 1998/1999, when people were comparing it to fucking Mario 64. By the time Twilight Princess came out, it was obvious that OoT gave players a lot more freedom than the later 3D Zeldas. I think games like Ocarina of Time and the mainline Xenoblade games strike the perfect balance between freedom and a curated experience, letting players get lost in the world while also telling a coherent story and gradually building on established mechanics to give you a genuine sense of progression and growth.