- Joined
- Mar 3, 2013
The term linearity is often seen as a four letter word in the industry, or as a cheap insult by people who don't like a game where that structure is prevalent. When it comes down to it, a game with a linear design philosophy often allows the developers to create a much tighter and more refined experience. An example could be with a modern shooter, where all the encounters are designed with the knowledge that the player will enter from a specific point, so the enemies will react accordingly, and this would fall apart if the player came from a different direction.
Now talking about the two fps maps shown in the op, Doom is a good example of great level design, but then consider an up to date shooter with that kind of level design, corridors that go nowhere, elevators and pits in the middle of the room, sliding walls with items randomly behind them. This would all be incredibly jarring in a game where the graphics are realistic and environments are meant to resemble real life places.
Fun fact, did you know Doom was never originally designed as a fps, and was meant to be a top down shooter? With that in mind, the way the levels are the flow of the combat actually make more sense.
Now talking about the two fps maps shown in the op, Doom is a good example of great level design, but then consider an up to date shooter with that kind of level design, corridors that go nowhere, elevators and pits in the middle of the room, sliding walls with items randomly behind them. This would all be incredibly jarring in a game where the graphics are realistic and environments are meant to resemble real life places.
Fun fact, did you know Doom was never originally designed as a fps, and was meant to be a top down shooter? With that in mind, the way the levels are the flow of the combat actually make more sense.