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That's an understandable complaint and backed up by contrasting examples, thanks for the insight! It was definitely a good game, I was just a little disappointed with that aspect, especially since the island gave the initial impression that it would be a lot more open than it ultimately was. Sure, eventually you'll probably reach a point where you'll have to solve a certain puzzle to continue, but at least non-linear games put that point off as long as possible.īut with Quern, while there were a few occasions where you would have two puzzles to solve and you could do them in either order, for the most part it was fully linear, just one puzzle after another. Modern puzzle games like The Talos Principle and The Witness also understood this concept. The original Myst did this really well-there were four ages, and if you got stuck in one you could just go visit another. Whereas with a non-linear game, if you hit a puzzle you can't solve, you can just go work on something else while you think about it. In my opinion, linearity is something that should be avoided as much as possible in adventure games, because if the game is linear, and you hit a puzzle you can't solve, you're just stuck and you can't do anything until you solve it. I liked Quern, but I wasn't happy with how linear it was. /r/GamePhysics - Clips of game physics shining and glitchingĭesign based on /r/FlatBlue created by /u/creesch./r/gaming4gamers - middle ground between purely-for-fun and more serious subreddits./r/GamingLeaksAndRumours - Leaks and Rumors.Posting unmarked spoilers will result in removal and warning, and posting spoilers with malicious intent will result in a ban. Please report posts containing spoilers unless they are hidden using the following method or are inside a thread clearly labeled as containing spoilers. If you want to promote without participating in the community, purchase an ad. For more information, see the self-promotion on reddit FAQ.
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