I'm on a game fast while developing Ghost Hand, so I both don't have the ability to play it rn, and tbh have not really been able to get excited enough about it to want to
That all said, imo a SotN-level of perceived freedom is more than enough for most people, me included. But SotN did that exceptionally well, and it's not straightforward to reproduce
Linearity from a player perspective and linearity from a designer perspective mean really different things
This is an early prototype of Ghost Hand's map and a few things about it as they related to linearity
I don’t think Metroidvania fans realize many games in the genre are more linear than they think
Unless you can sequence break or can choose what path you go, most games have going on set path in a set order. You’re just backtracking a lot instead of going in a straight line
In Ghost Hand's case, there are cases of "fake" and "true" freedom, in the sense that some tricks are used to make you feel like the whole world is open to you when it isn't always, as well as some tricks that give you functionally equivalent progression choices
Lemme rephrase: the ultimate test of good insight is whether it leads to an explanation accurate enough to reliably reproduce something or predict an outcome
When it comes to being good at something, I think insight is the better subject than just raw intellect
To me, insight isn't just comprehending information, but framing information in a way that lets a person identify things about something that reliably predict outcomes