Additionally, linearity tends to be the cause of boredom. Many players stopped playing Final Fantasy 13 outright after it was revealed that players would have to spend upwards of twenty hours on the game in order to get past the linear section - a straight path of walking and battling which they could not deviate from. The difference between a story and a game is therefore profound in this regard - players play games to affect the story, not to read the story from a third-person perspective. They want to be part of it, to control the players. Final Fantasy 3, 4, 9 and 12 have succeeded by allowing the player to become stronger at their own will (again, through side quests or the defeating of special bosses to allow them to acquire stronger treasures, items and weapons) and so alter the difficulty of the endgame.
After all, are the creators of the Gatestaff meant to be taken at face value? Do they have an additional characteristic that renders them invaluable to Zaphilia and her crew? Why does the world hate magic in Zendir 1? Could the creators have anything to do with it...? Find out in Zendir 2: A World Reborn!