Originally Posted by
LTK
I think the answer to those is 'no'. The competence with which a developer executes a directed experience that feels like you progress because of your own agency is irrelevant to whether or not the game is actually linear.
For the record, Metro 2033 did not give me the impression at all that I was finding my own path. And how could it, when it is set in a series of metro tunnels? At the start of the game, you are given a goal, and at no point do you have the option to choose not to pursue this goal. (Except for the very end, but that's, you know, the end.)
It's pretty useless to categorise games into linear and non-linear. Every game that has an ending (or a 'win' state) can be considered linear, because every player has the same starting point, and will eventually arrive at the same conclusion. Shepard will always fight the Reaper fleet. Geralt will always fight the dragon. Adam Jensen will always fight that ridiculous bondage-fetish final boss. The fact that you get a pick of your ending cutscene is just a formality. No matter how convoluted, your path remains a single line, connected at the same start point and the same end point.
I'm deliberately making this a sweeping generalisation to illustrate that just saying 'non-linear' doesn't tell you anything. It's much more useful to ask if a game is a procedural sandbox, open-world, or a hub-plus-missions open approach.