Well for one, it being linear was Kitase's idea.
An idea that has so many other factors involved with it.
There is nothing wrong with linearity as long as it is disguised well and doesn’t distract the player from the over all experience. Covering things up is part of what being a good game designer is all about. Many great games out there are linear. Pretty much all the mainline Final Fantasy games, except for the MMO’s, are linear.
The issue with FFXIII's linearity are multiple things that all work together and have a direct effect on each other.
Tube like structure, game is devoid of content, can't revisit many areas, nothing to break up the repetition (another thing that needs to be disguised so that it doesn't distract the player), no sense of discovery and exploration, feeling like an observer on the sidelines instead of an actual participant, being pushed forward in a way that kills that sense of freedom...
These things help make FFXIII’s linearity stick out like a sore thumb.
Unless there is something specific Kitase did, his idea for the game to be linear isn't really the problem. It's Toriyama as a game designer and his inability to get everything working together in perfect unison.
Yes, definitely. As Crystal Power brought up, towns. Plenty of those in XIII-2 and Lightning Returns. Linear? How about a player-drive experience and an open-world game.
You're just giving me a list of things that doesn't really tell me anything about the specifics and execution.
You might as well just say people want towns and a open-world for no reason at all.