snowkatt: because it "feels" too smal
too hemmed in you dont have a choice in where you are going or what you want to do the game pushes you in a direction and thats it you have no say in the matter
AlexZeusMercer: what they meant i think is the lack of more rich environments
but as snowkatt sayed even its a large scale world if its linear & no backtracking option you feel the lack of fredoom of exploration
agylardi: Ah. I see. There is this term to describe that the game is lack of exploration feature. I thought the game would be dangerous for someone who really has claustrophobia.
awalterj: When a game has limiting corridor-style gameplay, people call it claustrophobic, and when a puzzle game is difficult people refer to it as autistic. But you don't really have to be a high-functioning autistic person to play such a game, and a claustrophobic game doesn't really trigger a claustrophobic attack**, it's just a jazzy way of saying things.
But then the correct term should be "too linear"? (oh well, seem I'm not anymore in the "onda")
But basically we are using now psychological disorder terms for speaking about game design? ... ah, the mankind!
Sachys: Yup - theres quite a lot.
Course, it depends on what triggers your claustrophobia - while it may be the fear of confined spaces, a sewer pipe / tunnel may not trigger you, yet scenes in the (wide) tunnels of metro2033 may do so due to the NPCs proximity and the overall atmosphere.
Ultimately it often boils down to a sense of feeling trapped - so for me crowded places are often a trigger (actually, on that, the "station" scenes in metro 2033 were damned claustrophobic).
So yeah, it can be used as a metaphor in regards to content / game world restrictions, but also as a direcly descriptive term.
Just by curiosity, do you has links to any paper. or paper notice about this ? I mean yes, I understand by your comment that at least Metro 2033 give you bad time playing it, but I have a honest interest on reading more about this "virtual" triggers.