Every once in a while a new gameplay innovation comes and freshens up the gaming industry. At the moment the current fad is to create games where the player is not guided by the hand through a game, and on paper it sounds like an excellent idea.
Traditional console RPG's have a linear (or semi-linear with branching sections) plot, with a set path through the game. The player is free to go along that path, be ushered through the various sections of the game, while levelling up and fighting occasionally.
Splinter Cell took the player directly through the game, with little opportunity for wandering from the beaten track. Reviews pointed the finger at this game for having a turgid structure, with little freedom for the player to act as a spy in their very own way. However, with such a narrow focus, the game was able to play on this and create a much more interesting environment in terms of cut-scenes, in game narrative and the amount of surprises the game throws up while playing.
Morrowind however, is a perfect example of a gaming environment where the player really is left to his/her own devices. You are put in a world, and given the opportunity to do your own thing. It's truly a marvel in terms of games design, on how the whole world is balanced in such a way that there's no single route to success. But in terms of gaming "fun", it's possibly the most boring, banal game I've ever had the "pleasure" of playing. Oh look, I've got no money, so it's a 20 minute walk to the next town. Oh look, my first enemy is a stupid cave rat and so far I don't have the power to kill it. Great...
So my point is, should games keep trying to give the player complete freedom in the gameworld? Or should they try to elevate tense situations by keeping the player tied on a leash?
Traditional console RPG's have a linear (or semi-linear with branching sections) plot, with a set path through the game. The player is free to go along that path, be ushered through the various sections of the game, while levelling up and fighting occasionally.
Splinter Cell took the player directly through the game, with little opportunity for wandering from the beaten track. Reviews pointed the finger at this game for having a turgid structure, with little freedom for the player to act as a spy in their very own way. However, with such a narrow focus, the game was able to play on this and create a much more interesting environment in terms of cut-scenes, in game narrative and the amount of surprises the game throws up while playing.
Morrowind however, is a perfect example of a gaming environment where the player really is left to his/her own devices. You are put in a world, and given the opportunity to do your own thing. It's truly a marvel in terms of games design, on how the whole world is balanced in such a way that there's no single route to success. But in terms of gaming "fun", it's possibly the most boring, banal game I've ever had the "pleasure" of playing. Oh look, I've got no money, so it's a 20 minute walk to the next town. Oh look, my first enemy is a stupid cave rat and so far I don't have the power to kill it. Great...
So my point is, should games keep trying to give the player complete freedom in the gameworld? Or should they try to elevate tense situations by keeping the player tied on a leash?
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