Varin
Storm'd at with shot and shell
- 25
- Posts
- 14
- Years
- Seen Mar 24, 2013
How do you like your progression and world design? It seems to me there are two categories of progression, which combine with several world designs to make up the basic feel of the game.
The categories of progression are linear, and non-linear. In linear, you have to progress through a set path - Event A then Event B then Event C. In non-linear, you can pick which ones you wish to attempt - Event A OR Event B OR Event C. More recent Pokemon games have been more linear than the older ones. For example, in Pokemon Yellow, you have to Brock first, but you can do Misty or Lt. Surge in either order, and you can do Lt. Surge, Erika, Sabrina and Koga in any order, and you can do Lt. Surge, Erika, Sabrina, Blaine and Giovanni in any order. In contrast, in Pokemon Diamond, you have to battle each and every gym leader in the order they come in, with no deviations.
As well as applying to events, this also applies to locations. You may be able to visit Route 1, 2, 3 AND 4 at any given point, or you may have to progress through Route 1 to get to 2 to get to 3 to get to 4.
As well as progression, you have world design. The concept people will be immediately familiar with is the "hub-world" design. This is where there is a central feature of the map players constantly return to, with other areas acting like spokes around it. To transition between areas, you return to the hub world and select the new area. This is seen in the 3D Mario titles, especially so in Super Mario 64.
Next, you have the "open world" design. This concept is seen in Zelda games. The world is large and there are few immediate obstacles. Most areas connect fairly easily, and it presents a linked up, coherent world. Most Pokemon games follow this open world trend more than anything else.
After that is the "labyrinth" design. This is seen in Metroid games. The world is made of several small and constricted areas that connect and intertwine in a maze-like pattern. Areas connect, but discovering how they connect is often difficult.
Finally you have the "world map" design, featured in quite a few older RPGs. You navigate a much larger world map, and zoom in to play important locations. This method can offer a sense of scale not seen in the other world types.
So, how would you like to see Pokemon games? Most of the series has been linear open world, but there has been non-linear open world (RBY and GSC to a lesser extent), linear world map (Mystery Dungeon series), and so on. Which is your favourite?
The categories of progression are linear, and non-linear. In linear, you have to progress through a set path - Event A then Event B then Event C. In non-linear, you can pick which ones you wish to attempt - Event A OR Event B OR Event C. More recent Pokemon games have been more linear than the older ones. For example, in Pokemon Yellow, you have to Brock first, but you can do Misty or Lt. Surge in either order, and you can do Lt. Surge, Erika, Sabrina and Koga in any order, and you can do Lt. Surge, Erika, Sabrina, Blaine and Giovanni in any order. In contrast, in Pokemon Diamond, you have to battle each and every gym leader in the order they come in, with no deviations.
As well as applying to events, this also applies to locations. You may be able to visit Route 1, 2, 3 AND 4 at any given point, or you may have to progress through Route 1 to get to 2 to get to 3 to get to 4.
As well as progression, you have world design. The concept people will be immediately familiar with is the "hub-world" design. This is where there is a central feature of the map players constantly return to, with other areas acting like spokes around it. To transition between areas, you return to the hub world and select the new area. This is seen in the 3D Mario titles, especially so in Super Mario 64.
Next, you have the "open world" design. This concept is seen in Zelda games. The world is large and there are few immediate obstacles. Most areas connect fairly easily, and it presents a linked up, coherent world. Most Pokemon games follow this open world trend more than anything else.
After that is the "labyrinth" design. This is seen in Metroid games. The world is made of several small and constricted areas that connect and intertwine in a maze-like pattern. Areas connect, but discovering how they connect is often difficult.
Finally you have the "world map" design, featured in quite a few older RPGs. You navigate a much larger world map, and zoom in to play important locations. This method can offer a sense of scale not seen in the other world types.
So, how would you like to see Pokemon games? Most of the series has been linear open world, but there has been non-linear open world (RBY and GSC to a lesser extent), linear world map (Mystery Dungeon series), and so on. Which is your favourite?