=> yujiri.xyz | Game design
written 2025-01-25
Linearvania is a term I'm coining for something that seems to be popular in the indie scene in the last few years: action platformer rpgs with metroidvania-style ability-based progression but linear stories.
To me, metroidvania means nonlinear progression with areas connected in interesting ways and new paths unlocked via learning new fundamental abilities that pull double duty for combat and exploration, like double jump.
Out of all the so-called metroidvanias I've played in the last few years, Hollow Knight is the only one that I feel is really a good example of the genre.
Linearvanias I've played:
Some of these games are officially marketed as metroidvanias, some aren't, but they've all been called that by their fans.
Linearity is appealing as a designer for several reasons. It makes games easier in general to make, since there are fewer paths you have to consider and test, and it especially makes stories easier to write and tell. It also makes games easier to balance and ensure players get the intended experience.
However, I really miss the nonlinearity of Hollow Knight, being able to make my own path through the game based on my whims and know that another player's path might be totally different, I think that's really cool. And that if you're stuck on a section that's unexpectedly hard for you you can go somewhere else instead. I also think being linear makes ability-based progression somewhat pointless compared to just having plot-driven doors, and it makes revisiting old areas to pick up missed items feel more like a chore.
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