For those that say HL2 is too Linear.

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Many top game developers said, adding a highend physics system to a game would be a nightmare, and would give the player too many options. Thus, Valve took it upon themselves to do this, the only possible way it to make the game linear, otherwise players would have to easy of a time manipulating the physics to get to unwanted places.
 
true, and dont forget that playes want to feel that they are pushed in certain directions. if you would have a place liek stalker wich is one big zone where you can roam around in it the player would make very little progress storywise.
 
I think VALVe did a great job of giving the game an open feel anyways. Theres lots of hidden areas and extra rooms/etc.
 
TheOriginalEvil said:
Many top game developers said, adding a highend physics system to a game would be a nightmare, and would give the player too many options. Thus, Valve took it upon themselves to do this, the only possible way it to make the game linear, otherwise players would have to easy of a time manipulating the physics to get to unwanted places.
What youre saying doesnt really make sense. Valve just used invisible walls to stop you going places. It is way too linear imo.
 
Reaktor4 said:
What youre saying doesnt really make sense. Valve just used invisible walls to stop you going places. It is way too linear imo.


Example, how are they going to remove the force fields in the Citidel without having to let the player go through the whole building.... They did it for a reason and that reason is stated above by me and EVIL.
 
I rather have invisible walls that keep me from wandering off then a free roaming area in a game like this. free roaming area's only work in RPG type games, like stalker and mirrowind, it does not work with games like HL 2 where you have to meet up with key characters that you would miss if you would have had a free roaming area. Sure it would be ****ign sweet to explore the tunnels around eli's lab, or walk trough city 17 or the coast area's without restrictions, and I am sure in the future some mod will allow you to do this but I personally think it wouldn't have worked in HL2.

I rather have a game like HL2 with a creepy sence of detail and subtlety then a huge area without any sence of direction and you not knowing what the **** you have to do to get something or make progress
 
TheOriginalEvil said:
Example, how are they going to remove the force fields in the Citidel without having to let the player go through the whole building.... They did it for a reason and that reason is stated above by me and EVIL.
Im not saying you should be able to go EVERYWHERE, just more than 1 route (not all the time, obviously).
 
Now I think of it, giving a map more then 2 exit points (the one you came from and the one you are going to) would have made the game a little less liniar, thats true. it would have made the development a bit longer I think. But it would be cool to be able to take a diffrent route. it might have worked it might have not. valve knows their stuff and if they made it liniar then they have already tried any other way.
 
Most people have a hard time completing basic puzzles like the seesaw thing, if they remove the linear progression style these players wouldn't be able to handle it.
 
EVIL said:
Now I think of it, giving a map more then 2 exit points (the one you came from and the one you are going to) would have made the game a little less liniar, thats true. it would have made the development a bit longer I think. But it would be cool to be able to take a diffrent route. it might have worked it might have not. valve knows their stuff and if they made it liniar then they have already tried any other way.
I didnt really mean that, i mean in between the exits there could be more places to go. Like for example there could be an entrance to the city, then loads of different ways to go through the streets but eventually you have to go through the same exit no matter what way you go. Ravenholm is really the only part of the game that ive played that comes close to that, but its quite small.
 
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