I think it's also good if your art design is built around it. In Mirror's Edge the paint is red instead of yellow, but the levels are strictly linear so the red keeps you moving in the right direction, and also looks good along with that game's cel-shading and bright colors.
Extremely linear racing games can have lines, who cares. If they are convincingly part of the environment, even better.
For any type of action or adventure game though it completely destroys the entire purpose of the game to me and breaks the 4th wall, destroying all immersion and illusion of adventure. I absolutely hate the trend in games to make checklists of errands for you to do, and telling you exactly where to go on the map. Removes all the magic and makes me into an errand boy instead of adventure hero.
Quests should be epic, mysterious and able to be approached in many different ways. More BG3 type level design please.
I think it's also good if your art design is built around it. In Mirror's Edge the paint is red instead of yellow, but the levels are strictly linear so the red keeps you moving in the right direction, and also looks good along with that game's cel-shading and bright colors.
Extremely linear racing games can have lines, who cares. If they are convincingly part of the environment, even better.
For any type of action or adventure game though it completely destroys the entire purpose of the game to me and breaks the 4th wall, destroying all immersion and illusion of adventure. I absolutely hate the trend in games to make checklists of errands for you to do, and telling you exactly where to go on the map. Removes all the magic and makes me into an errand boy instead of adventure hero.
Quests should be epic, mysterious and able to be approached in many different ways. More BG3 type level design please.