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Former The Last of Us director reveals truth about game development and sparks controversy
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director Bruce Straley He has contributed to the direction and development of many Naughty Dog games, most notably The Last of Us. In a new statement, he raised much controversy about the development of linear games.
on your own Twitter platformStraley said that linear games are easier to develop than open-world games.
This statement prompted many developers and even mainstream followers to engage in lengthy discussions about whether they agreed with or objected to the issue. While a large number of developers agreed with Strali on this point of view, some were cautious about expressing their opinion.
linear games are just easier to make.
there. I said.
— Bruce Straley (@bruce_straley) March 2, 2023
One well-known developer said that in terms of development mechanism and time spent, linear games are obviously easier and faster to develop. Furthermore, it gives developers time to be creative in presenting the game better than open-world games.
Other developers may have objected to this viewpoint, arguing that what's appropriate for the game ultimately depends on its nature. While this doesn't impose limits on creativity, each game has its own story, and developers can choose the nature that best suits them to present it and be creative with it.
From our perspective, as players, it ultimately depends on the ingenuity of the developer themselves, as there are linear games that deliver a rich and exciting experience every time. We particularly mention the Uncharted series, which was introduced to us by Naughty Dog and was one of the first linear titles to draw attention to it, so much so that the ingenuity of its presentation made us forget that it is, in fact, a linear game.
On the other hand, there are open-world games that can be thrilling to play, such as Elden Ring, whose developer used to focus on linear, sandbox games. But when they transitioned to an open-world style in their latest game, the experience was thrilling for fans of that genre. The point here is that the game was formulated and tailored to the open-world style, and they achieved this for several reasons, including adjusting the gameplay while preserving the style of the well-known Souls games.
Another example is the game Horizon Forbidden West, which featured a vast open world, but from our point of view and in the opinion of many, if the game were linear or at least offered open spaces (sandboxes), as was the case with the 2018 game God of War, perhaps the experience would have been better and would have attracted a larger audience.
The issue remains largely dependent on the developer's ingenuity in presenting their game, whether in a linear or open-world style, and the examples cited in this report are good ones.
What is your point of view?
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