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[-] Kolanaki@yiffit.net 16 points 2 days ago* (last edited 2 days ago)

Copping out of an obligation?

Dude, not finishing the story and leaving us all on a cliffhanger for seventeen fucking years and then giving this as an excuse is the real cop out.

Looking back, I actually don't like what Half-Life did to the genre. It didn't push it forward; it made everything after a linear, set-piece experience with minimal replay value. It might have been different back in the day, but it wasn't something I had hoped other developers clung to like they did.

[-] TheBat@lemmy.world 30 points 2 days ago

Honestly, I have no problems with linear games.

Even Rockstar is fumbling with open-world games. God forbid if you try to do missions slightly differently than how Rockstar intended.

[-] Kolanaki@yiffit.net 2 points 2 days ago* (last edited 2 days ago)

:It doesn't necessarily have to be open world as is currently used these days. The OG Doom isn't exactly linear, but also isn't open world in any sense. Remove the loading times between levels and it would be open world in the way that term was originally used. The desirable aspect of an open world, for me, has more to do with the continuity of the play space than how games calling themselves open world games are designed. Free to explore the map without it just being a series of hallways with only one actual path and maybe 1 dead end per fork where they stick a "secret" or treasure.

[-] viking@infosec.pub 5 points 2 days ago

The OG Doom is fairly linear, unless you play on the lowest difficulty level where all doors are permanently open. Else you need to kill specific enemies that can only be found in certain rooms to get keys.

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this post was submitted on 16 Nov 2024
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