Star Wars Jedi: Fallen Order er et sted mellom åpent og lineært
Som regel er vi vant til en relativt skarp oppdeling av spill med åpne verdener og spill med et lineært design. Dog finnes det spill som blander disse to strukturene sammen, og tilbyr eksempelvis baner som er litt bredere enn normalt, men hvor du heller ikke kan utforske i det tempoet du vil. Det ser ut til at Star Wars Jedi: Fallen Order går under denne kategorien.
I et intervju med PlayStation Official Magazine (#163) snakket regissør Stig Asmussen om spillet, og her ble han spurt om hvorvidt spillet har en åpen eller en lineær, lukket struktur, og han svarte ganske enkelt "neither".
Han fortalte også mer om hva han mener når han sier at kampsystemet er "thoughtful".
"You see it as kind of a trend more in games now. When we started working on the game, that's how we coined it, 'thoughtful'. But you're seeing some other games right now where it's not about body count. It's more about really figuring out what is the best angle to get on your enemy, and what's the best way to take them down. That's not only single combatants, but it's also like, the arrangements, of specific enemies that you have in any given fight.
What makes it different than a weapon in any other game is that's it's not a sword, it's not a bat - you can't just keep on whacking at something. We had to give the enemies - we had to inject in them a certain amount of intelligence so that they feel like you're not always landing like ten hits to take somebody down.
That's kind of what that was born out of. It was a setup of how we wanted to approach battles in a melee action game anyway, and then it was like then you layer lightsaber on top of that. You really have to think when you go into fights."