Instinctive Choice: Open World / Sandbox
Adaptive Choice: Linear / Story
Wanted Choice:
A Combination of both.
WHY:
Now wayy back when, I really loved linear/story games. I loved the stories and the character development that could build from such. It was great, amazing, and pulled you into it...
But seriously folks, it's about time now that we moved onto Open World/Sandbox games. We've played the stories so many times now - - but they're like storybooks for children: After you get to a certain age - you should try out USING some of the lessons you learned.
In that manner: After you've played a certain amount of linear games (AKA FINAL FANTASY), it's about time you move on and try to play a game where you make your own story.
Now, here's the weird part for me.
I originally choose Open World/Sandbox games due to the freedom you get... you get to make your own story, your own history, your own "life"... something you want to be known for, not what your semi-fated-character is known for. -- BUT! The instant I start playing a story-driven game after several months of playing sandbox games, I LOOOVE it. And it just goes to show you - the linear-idea isn't a bad thing. And also that: You're never too old to read a children's book.
But here's the problem I face:
The biggest idea that comes from both of these, is- WHY CAN'T WE HAVE THEM COMBINED?
A GAME THAT ALLOWS YOU TO MAKE SO MANY FREE CHOICES, BUT STICKS THE STORY TO YOU LIKE YOU WERE ACTUALLY IMPORTANT.
Ah, but you see, there are games like that!
(PS: MMOs don't count as a combination... it's an awful combination. Missions + unrelatable NPCs = NO linear-feel in it at all)
You've got games like Metal Saga, where it literally is all up to you...
You've got games like Steambot Chronicles, where you're free - and you're held by your storyline...
You've got games like Fable, where you make small choices along the way, but it'll basically be a full-linear game in the end...
You've got games like GTA, where they have an amazing dialogue-script that makes the story come alive, despite the fact that you're really just doing missions...
And you've got a whole lotta' other games with all sorts of different kinds of choices.
But all these games aren't perfect.
Metal Saga, everything's so free like an MMO- you have no idea what to do.
Steambot Chronicles, all the things you do are great- but the story feels like a drag to what you've done.
Fable- it's not really a freedom of choice... it's just linear, if you look at it from a big picture... and shouldn't be considered that much of a sandbox.
Now there are two games that stick out that actually solved the combination problem:
Grand Theft Auto
Mass Effect
Grand Theft Auto took the theatrical approach... allowing it to be mission-based, but the story goes on perfectly. There's so much things to do, and there's so many interactions that it feels completely sandbox-based. And not all the stories are linear. You do have choices to do missions for people or not, and even do small mini-missions on the side. And in the end, the story is still there, with a clear path. With all these choices, you're definitely sandboxing it, but with a clear storyline - you're definitely linear. A great fusion.
Mass Effect took a multiple-choice road... allowing you to "change" the story and events. Not every choice was significant, but it felt like you could allow your character to grow in any form you wished them to grow. The story was clear as you poked at it and warped in it... You had tons of choices, but all of them had to do with the story somehow. Making it a beautiful fusion of sandbox-based-linear-storyline.
Now why can't other games do this? Instead of giving rather-itchy forms of fusions... why can't they just fuse them into a beautiful form?
Look, we can have pure-sandbox.
And we can have pure-linear.
But why is it so hard to make a good fusion? It's such a waste that we
JUST STICK to working formulas for MORE THAN 20 YEARS!
We should already have more than a handful of good fusions by now.