Well, you dislike a game. *shrug* These things happen. I thought FFII was quite rubbish gameplay-wise (and the story wasn't exactly incredible either, the characters were certainly underdeveloped) and a chore to finish, but that doesn't mean I disregard that some people might like that kind of thing and still be able to make a reasonable reccomendation. Reccomendations should never be taken as anything more than "I happen to like this game, so maybe you will too." Every game could end up being something you love or don't... no need to flip out just because you ate something and found it didn't hit your taste buds right.
You could say a lot of those things about games like VII, VIII and XII. Possibly V too. But yet you say...Well not really with VI as the player's choices can affect minor things in the game (such as the fate of one party member or whether a certain character joins you) as well as the fact that the WoR is technically non-linear as the player can choose to actually finish some or all of the characters stories, or go straight to the end, unlike most of the FF series where the final dungeon doesn't open up until all of the main story has been told. As soon as you get the airship, you could just head straight to Kefka's Tower and choose to end the game whereas the players power to control the flow of other FF games is pretty much a choice of playing or not playing. The game is filled with hidden scenes and certain consequences for choices and you will never discover them without either a guide or seriously exploring the game and trying new things, which is somethign you can't really say about a game like FFXIII or even Xenogears for that matter.
I think you're just being immensely biased if you say that VI is non-linear but VII, VIII and XII are not. Or you don't know much about VII, VIII and XII. But I know you do, soI wouldn't really count most of those titles as being non-linear.Originally Posted by Loony BoB
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) and just finish the game. The bulk of the Ruin World is one long set of optional chain quests, but most of them offer story incentives whereas most sidequests don't. There are non-linear gameplay elements in all the games you mentioned, but VI is the one that gives the player the most amount of freedom with the fewest restrictions. It's the scale of the choice that makes VI the most "non-linear" entry in the series. In the end, much like the "is CT 30 hours long or 60 hours long" debate, it really doesn't matter if one entry has more non-linear elements over another as it's just a gameplay mechanic at the end of the day and some people appreciate it, others hate it, and some don't really care. I would still probably call VI a linear RPG, espcially when compared to the Elder Scroll series, Mass Effect, and Baldur's Gate, just in comparison to the rest of the series, I feel VI has the most non-linear elements.





