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The Last of Us and Uncharted Director: 'Linear Games Are Just Easier to Make'

The Last of Us and Uncharted Director: 'Linear Games Are Just Easier to Make' - News

by William D'Angelo , posted on 06 March 2023 / 2,431 Views

Bruce Straley, the video game director, artist, and designer, took to Twitter to state that it is easier to develop linear games than open-world games.

"Linear games are just easier to make," said Straley. "There. I said it."

This tweet considered controversial judging by the responses and in a follow up tweet Straley added, "LOL! Y’all are nuts! I didn’t think this was such a controversial topic nor did I say one design style was better than the other, but you fools…"

Straley worked at Naughty Dog from 1999 to 2017 and worked on the Uncharted series and The Last of Us series as a Game Director. He hsa also worked on the Jak and Daxter series, Gex series, and more.

Straley formed a new studio in July 2022 called Wildflower Interactive.


A life-long and avid gamer, William D'Angelo was first introduced to VGChartz in 2007. After years of supporting the site, he was brought on in 2010 as a junior analyst, working his way up to lead analyst in 2012 and taking over the hardware estimates in 2017. He has expanded his involvement in the gaming community by producing content on his own YouTube channel and Twitch channel. You can contact the author on Twitter @TrunksWD.


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13 Comments
VAMatt (on 06 March 2023)

Text adventures are even easier.

  • +7
2zosteven VAMatt (on 08 March 2023)

ZORK? LOL

  • 0
DeEscapist (on 06 March 2023)

Sky is blue. Water is wet.

  • +4
Angelus (on 06 March 2023)

That's controversial...?

  • +4
DonFerrari (on 06 March 2023)

It is quite obvious since you have more control over what the player do, how they do and how much you show at any point. It also makes it cohesive experience and I indeed prefer it.

  • +2
IcaroRibeiro (on 06 March 2023)

I thought this was like... common knowledge

  • +2
Leynos (on 06 March 2023)

If someone worked or was near where TLOU was made and farts there has to be an article. yeah no shit sherlock

  • +1
The Fury (on 06 March 2023)

Er... sure. Puzzle games with no story and simple graphics are probably even easier. I say probably as I don't know, I'm not a games developer.

  • +1
KLAMarine (on 07 March 2023)

That why there's no multiplayer in TLoU2?

  • 0
Shadow1980 (on 06 March 2023)

Honestly, I think we need more linear games, or at least smaller, more focused worlds, preferably with discrete levels. I think open world games are oversaturated, and most of them really would have been better off if their game worlds were something other than some gigantic sprawl.

If you want the "TL;DR" version, well, I believe that not every game needs to be open world. There's too many of them, most don't really do anything worthwhile in the game that justifies having an open world. There is a lot of merit in more traditional linear or semi-linear level design, and we could honestly use more games like that. Also, while "linear" is a dirty word to many, a linear game doesn't need to be one where you're being railroaded down narrow paths from Point A to Points B, C, D, etc. In other words, they don't all have to be like the typical Call of Duty campaign.

Now for the long version...

In my experience, vanishingly few games do open worlds right. Usually, they involve a checklist of a bunch of repetitive objectives. So many open world games just involve crisscrossing the massive map as you climb a dozen different towers, clearly 50 different enemy encampments, etc. The objectives just seem to be there for no other reason than to justify the existence of such a massive game world. The game itself may have an enjoyable enough gameplay loop that you might be willing to overlook these issues, but it doesn't change the fact that the world design itself is rather uninspired and lacking a variety of interesting things to do outside of the main story. Games like Spider-Man 2018, Horizon, and Halo Infinite were fun despite their open world design, not because of them, and their best parts were rarely if ever off the beaten trail. Even the best open worlds are not fully immune to this, as there is a lack of time and resources to avoid populating their world with at least some repetitive things (see Breath of the Wild's lack of thematically distinct dungeons compared to previous Zelda games, and its use of "Ubisoft towers").

A good open world would focus on exploration, and give players a reason to explore other than ticking off boxes. The world should be treated as more than just a collection of various sectors with the same copy-and-paste objectives. It should be populated with places that are interesting to go to in and of themselves, with unique challenges and thematic variety. Elden Ring is probably the best open world I've played to date in this regard. While it has some problems with repetitiveness (multiple repeat bosses, multiple overly-similar caves and catacombs), most optional places are actually worth exploring, and the game actively encourages you to do so. You might find an awesome weapon or spell that fits your play style, or you might just simply get the satisfaction of fighting and (possibly) beating a cool boss or simply learning more about the world you're exploring.

There's definitely a lot to be said about more traditional approaches to level/world design. A game can have opportunities for exploration and still have discrete, mostly linear levels. For example, see Halo CE (namely its second and fourth levels), or any Doom game, or the original BioShock. None of them are open worlds and they have discrete levels with definite beginning and end points, but still offer a lot more freedom of movement & exploration. Metroidvania games can offer a sort of compromise between the linear and the open world, with the existence of discrete areas that are still connected or semi-connected to at least one other area, with multiple branching pathways in each area. In other words, a sort of guided exploration. Such games are much more focused than your typical open world, but still have a lot of freedom in determining where to go. Beyond just Metroid, a recent action title that comes to mind is Jedi: Fallen Order. Even the Dark Souls games and Bloodborne have world designs similar to a Metroidvania.

Linear or semi-linear, the games I mentioned in the preceding paragraph feel like every challenge, encounter, and objective is meaningful and purposeful, and not something that's simply there to take up space and pad out the length of the game with tedious busy work.

  • 0
Shadow1980 Shadow1980 (on 08 March 2023)

Lemme guess. I was downvoted because I took more than a single paragraph to explain my thoughts on a complex subject.

  • +1
smroadkill15 (on 06 March 2023)

I mean, yeah.

  • -1
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