Therefore, designers need to add elements rich in gameplay within a level.
Be it close-quarters combat or remote firepower suppression with firearms,
ancient and magical spells or alternative parkour assassinations,
you always have to give players something to play with.
So, a new problem arises.
There's only so much progression within a level, and gameplay and story need to be presented separately.
If players want to experience both the narrative and the gameplay fully, they would need to spend twice or even more time within a single level.
If the process of a linear game gets stretched too long, it inevitably feels hollow, and players can gradually become bored, which is quite a terrifying prospect.
However, if you integrate the story directly into the game, it can shorten playtime.
But then a more peculiar situation appears.