Recently, the foreign media outlet ComicBook published an article discussing game flow design. It selected six titles, including Dead Space and Doom: The Dark Ages, to illustrate why linear or goal-oriented experiences can still attract players.
The article begins with a playthrough experience of The Witcher 3: Wild Hunt. The author originally intended to advance the storyline related to the Ladies of the Wood but ended up spending about three hours clearing nearby locations after noticing over 50 markers on the map in the swamp area. While still praising the game, the author feels that the abundance of explorable content can sometimes create pressure from the fear of missing out.
Among the titles listed by the author, Dead Space tasks engineer Isaac with solving environmental puzzles, forging paths, and battling monsters aboard the USG Ishimura. The author believes that the confined spaces and the forward-moving pace enhance the sense of horror. Although Doom: The Dark Ages features some non-linear areas, most of its gameplay revolves around continuous combat; the article highlights fast-paced shooting as the series' primary appeal.
Sekiro: Shadows Die Twice features interconnected areas with branching paths, yet its story progression is relatively linear. The author particularly emphasizes that parrying and deflecting require practice. Alan Wake 2 was included for its dual narrative following Alan and FBI agent Saga Anderson; the author values its storytelling and creative sequences.
Two other titles also take different approaches: Mafia: The Old Country allows free roaming but focuses on combat and the main storyline, while Astro Bot delivers fun through level-by-level progression, obstacle challenges, and collectibles.

