Nintendo being more story-heavy lately would probably give it a higher likelihood it's linear, but they did recently make some sort of stressing on how they might go back to nonlinearity, and honestly, you can still have a good story without being linear. ALttP did it, OoT did it. I get the feeling they won't be too cutscene-heavy in this game, or else we'd have seen hints of it; every new Zelda has shown us cutscene footage often in trailers, and we've seen zero of that with this game. So who knows? I'm fine either way, honestly, so long as the dungeons are hella fun.
This. You can easily have a non-linear game with good story, it just takes BETTER GAME DESIGN. When people are railroaded the entire time (Pokemon Black and White, and their sequels for example), it's pretty darn clear the developers didn't know how to make it off the rails while also developing the story. You can get the best of both worlds when you know what you're doing.
Think about Skyrim. Sure it's more of a sandbox, but there is still a main story. You can still go about and do other things, or skip around other quests while the main story is going on. It's not JUST the main story the entire time, with no ability to go anywhere else but where it wants you to go, or where you've been. They've been having way too much fun with this sort of thing lately too...IIRC, a route on Pokemon BW2 is literally closed off by a line of dancing men until you do what the game wants you to do. What kind of bullshit is that?
A game can't be about exploration without the ability to explore. One could argue that, since you'd be playing a game for the first time, you're exploring the world, since it's all fresh to you, but that's not quite true, because after all, when you're exploring, you have CHOICES on where you want to visit, and what places you want to check out. "I want to check out those ruins; I want to climb that mountain, I want to raid this temple." Too bad in linear games, it's like "Sorry, the ruins are off limits because some old guy won't move his ass."
This is why it's imperative I develop my own games with this setup to prove it's not as hard as these companies are making it look. I already have plans for some areas you can explore while heading to your next destination, if you so desire, on the World of Chaos games. I'd also rather players find out for themselves "I can't be here yet; the stuff is way to strong" or "Enemies are really strong here, but I'll just attempt it anyway," rather than being completely denied because I don't want them there yet.
Edited by Koh, 08 August 2013 - 05:19 AM.