JRPG's have always been pretty linear, but it seems to be a common trend to do away with the classic world map, and instead just funnel the player to exactly where they need to be. Even when backtracking/wandering is allowed, you're usually just given a list of specific destinations to appear at. I think it's a bad move overall, not only preventing the player from moving at their own pace more effectively, but phasing out a lot of fun exploration and discovery. I remember the dinosaur forest in Final Fantasy 6, the Son of Sun in Chrono Trigger, squirrel-hunting in Suikoden 2, and so on. A lot is lost without that exploration, and trying to place those things in a narrow corridor tends to make them either obvious and tacked on or obnoxiously obscure.
100% Agreed. Unlocking some of the little secrets in FF7's world map is probably one of the best video gaming memories I'll ever have. Breeding up for gold Chocobos, anyone?
I think part of that is due to the "better" graphics. Side effect of the graphics being better is that they take a heck of alot more work to do. The world map was simple back when it was low-res, chibi characters, etc.
(Another side effect of the "better" - i.e, harder & more work to program for - consoles is that there've been less console JRPGs, and more hand-held. Not every dev can afford the giant budget you need for a AAA console RPG.)
Graphics kill a lot of things, and a lot of games. They svck up budget and time, but they look great in trailers and screenshots, which are the only things you can market.
I actually miss the days when the cutscenes had 2 or 3x better graphics than the game engine.
Those days are gone.