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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 Who participated in the direction and development of many games from the Naughty Dog studio, mainly the game The Last of Us. In a new statement, he raised a lot of 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 led many developers and even ordinary followers to engage in lengthy discussions about the extent to which they agreed with or objected to the matter. While a large number of developers agreed with Strali on this point of view, some were cautious in expressing their opinion.
linear games are just easier to make.
there. I said.
— Bruce Straley (@bruce_straley) March 2, 2023
One of the well-known developers said that in terms of development mechanism and time spent developing linear games, of course it will be easier and faster. In addition, it gives the developer time to be creative in presenting the game better than open-world games.
Other developers may have objected to this view, arguing that it ultimately depends on the nature of the game what is appropriate for it. While this does not impose limits on creativity, each game has its own story and the developer can choose the nature that suits them best to present it and be creative with it.
From our point of view, as players, it ultimately depends on the ingenuity of the developer himself, as there are linear games that provide a rich and exciting experience every time. We mention in particular the Uncharted series, which was introduced to us by the studio Naughty Dog, and was one of the first linear titles that drew 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 whose experience may have been exciting, and let's mention here the game Elden Ring, whose developer used to focus on their games in the linear and sandbox system. But when he moved to the open world in his latest game, the experience was exciting for fans of this type of game. The point here is that the game was formulated and adjusted to fit the style of the open world, and they achieved this for several reasons, including adjusting the style of 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 game God of War 2018, 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?