I was just curious.... How many people liked the linearity of the plot? In particular, not being bale to travel to a location until you'd actually heard about it? Do people think that's a good thing or a bad thing? Personally, I don't like it. There's no sense of adventure in just setting out and discovering a city on your own. Instead, you have to follow the main story before you can get there. I don't like it. I think it is FAR too linear and constricting. What does everyone else feel?
I am neutral on this. It's okay to be linear (with the old CRPG standard), but I welcome non-linearity if available. Actually you can still adventure and discover cities... just limited to certain areas. Before the first pass is known to you, you can freely advanture in the SE area - and there're lots of places to visit. I usually visit Dernholm, Blackroot, Stillwater and Ashbury before entering Tarant. I think some linearity must be present... or the plot and the scripts and dialogs of all the NPCs will be very difficult to program. If you seek non-linear gaming experience, you might want to keep an eye on "Morrowind". Reviews (beta version) said it's really non-linear and open-ended - about 15 minutes after game start and you're on your own, free to do anything you wish. I'm waiting for its release.
I liked the plot DU. If the game is too non-linear, then you can lose track of what you are actually supposed to be doing. The game is supposed to be about returning a ring and stuff. How is the player achieving this (in an RP sense) by running all over the country side and exploring the world?
Hmmmm.... I suppose you're right Jarinor... But maybe they change the plot so that you're not following too much of a set path? Ask the Leyland.... Ask the Leyland...