Do you mean linear?
I don't know about story wise, but I have seen games where the complaint is that the prescribed play is too linear. I had a Capcom Airborne and every game the shots had to proceed in a certain shot order (left ramp, right targets, spinner, left targets, center stand ups, left ramp, etc) so that repeated plays felt like you were just trying to learn one long combo turning it into a grind. It's too bad because the layout was cool, but the order should have been randomized.
As for story telling, I think the average player's relatively short ball times push games to be more successful following an episodic format like a Batman 66 where you can tell everything that needs to be told story-wise in 5-15 seconds, and maybe all together lead to another 15-30 second story (wizard mode). GOTG has a fun bunch of modes that tell little story bits from the movie, especially with the Cleland code using the film assets.