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"So there won't be a situation where using a powerful weapon to fight an early boss becomes boring. On the contrary, it will be very satisfying."
"But in a linear game, you can't do that. You can't let players experience more new things before they fight the boss. Basically, the unlocking of subsequent content happens only as you defeat the current boss."
"Therefore, the best practice in a linear RPG is to allow players to go back to previous areas to grind for levels and weapons when they encounter a boss that they can't beat."
"But this introduces a problem... the original places are where players have followed a linear narrative to explore, and grinding in areas already explored can become very repetitive and tiresome."
"In an open world, it's different. If you can't beat this boss, no problem, just explore somewhere else to level up, because you can go anywhere, so every place you visit is fresh and uncharted."
Upon hearing this, Conna pondered seriously for a moment.