I do. Far Cry 2, while by no means perfect gave a great sense of freedom in precisely what way you wanted to kill your enemies. I'd like to see more of that freedom.
Yes. I want games to evolve. I want non-linearity, open-worlds and emergent gameplay. I have even theorized about "generative narrative" where a theme is repeatedly made to resurface by controlling the choices that the player feels are open to their protagonist avatar. So, rather than in GTA III where you can get bored and "run amuck" (as a lot of people do), the "Sandbox" will have interesting 'toys' in it which force certain constrained conduct on the player, not because the game is partly linear and closed-world, but because the player has a stake in the choices they have made in a certain 'mission/quest' and they would feel consequential loss in the time they have invested in the in-game synthetic relationships if they suddenly started to run everyone over.onelifecrisis said:Gaming machines are powerful enough these days to run games that allow a considerable amount of player freedom, but for for some time now the games we play have (with one or two notable exceptions) been moving away from player choices. Quick Time Events are the quintessential example of this kind of gameplay, but even games that don't use QTEs are heavily scripted. Most of today's big-budget games could quite accurately be described as "interactive movies" with the player really only being able to choose, say, whether to use the weapon that is clearly right for the given situation or use one of the others just for a challenge. The question on my mind is whether this is because the majority of gamers don't really want a choice at all? In other words, is the market responding to the consumers desires or is it merely restricting them?
Scripted events are a dream from a game development point of view, whereas open-ended gameplay is a nightmare where unknown variables lurk in every dark corner, but I can't help thinking that if the desire for open-ended gameplay was strong enough in the consumers then the benefits of delivering it would start to outweigh the risks. What do you think? And what level of freedom would you, ideally, want to have in your future games?
EDIT
Since some people seem confused let me clarify:
When I say "open-ended" I'm talking about the gameplay. I'm not talking about open-ended storylines. A game can have a linear storyline but still feature open-ended gameplay.
*blink*Uncompetative said:Anyone interested in where gaming is going wrong (i.e. interactive movies) need only look at the upcoming Heavy Rain.
We've been out of the golden age of gaming for over a decade.Micah Weil said:No. The market isn't responding to the consumer need anymore. It's more like an angry dictatorship, with people up in their ivory towers shouting down at the lower masses, telling them what they want. Frankly, I think we're past the golden age of video gaming and we're currently in the age where the icons wear their pants down around their knees.
Unique ideas, concepts, modus operandi, what have you have been shoved aside because, truly, we've become a community too scared of innovation. We've missed out on a lot because "OMGHALO!".
There's nothing wrong with "go from point A to point B and don't get yourself killed for Christ Sakes". Shit, that's how we started, right?
It's a bit of a myth that non-linear games are more expensive to make. More so because it seems so obvious to someone who is locked into a AAA linear game mindset.Altorin said:It's a lot harder to make a non-linear game, especially a good one, and often, they turn into sandbox games with a linear story attached, but right now there are a fair number of sandbox games available. Sure, a few are a year old, but some of them are so good at being non-linear that they can be replayed to death.
I didn't mean to imply that it was more expensive.. I didn't say that.. I said difficult to make.. from a design standpoint.. To make a good non-linear game, you have to come up with a great concept, that will work in a non-linear fashion, and will be entertaining for the longhaul.More Fun To Compute said:It's a bit of a myth that non-linear games are more expensive to make. More so because it seems so obvious to someone who is locked into a AAA linear game mindset.Altorin said:It's a lot harder to make a non-linear game, especially a good one, and often, they turn into sandbox games with a linear story attached, but right now there are a fair number of sandbox games available. Sure, a few are a year old, but some of them are so good at being non-linear that they can be replayed to death.
With a non-linear game you can make a fun system to play in with a few talented people then add enough art and sound resources to make it attractive later. The same art and sound resources will probably be reused so many times that you can make as much or as little to suit your budget with no major effect on the game.
With a linear game you have to create a massive amount of art and voice acting content as this will be the main focus of the game. You *have* to have more than your competitors to make the grade. It's harder to iterate on gameplay because it has to fit around the content as content is captain king. The only way that non-linear games can be fundamentally more expensive than this model is if you make a non-linear game while keeping the mindset that content and spectacle are the most important things.
It's more time consuming to make it good and time is money, but hey, it's not like the game industry is pouring a lot of money into other areas of game production. I do believe that there are very intelligent people in the games industry who would love a design challenge like this if given the resources. I know that there are some really smart people who have been driven out of the industry because of the focus of the business away from smart game design.Altorin said:I didn't mean to imply that it was more expensive.. I didn't say that.. I said difficult to make.. from a design standpoint.. To make a good non-linear game, you have to come up with a great concept, that will work in a non-linear fashion, and will be entertaining for the longhaul.
Companies can either give up in despair knowing that they can never re-create something like a live DM or they can create something like the AI director in Left4Dead or create richer games that don't need a DM like The Sims or Mario 64.If you've ever played D&D and been a dungeon master, you might understand.. D&D is a largely non-linear game.. If a DM could make the game linear, it might be a lot easier for him.. might not be as fun for his players to lose the essence of freedom fundamental to the game, but to the designer, the DM, it would be a lot easier.
Most Video Games don't have the weight of having Open-Ended freedom being fundamental.. As gamers we just know that largely, someone has had to plan for our contingencies.. a DM can work on the fly.. a video game designer can't.
I think that companies that iterate more and focus more on game design are better at delivering good games. I don't see a need to say that more Linear games with weaker gameplay are just as good at being games. They can live or die on their own strengths as CGI experiences or whatever. Maybe the industry has outgrown being about "games" and needs a good old fashioned corporate re-branding.You've entirely missed the point of my post though, which was that Non-Linear and Linear aren't a more and less advanced versions of the same thing. They can both work fine, and people who like Linear games aren't destroying the gaming industry by enjoying games that they love. There are games being made all the time for the person who likes open ended gameplay.
That being said, I HATE when a game TOUTS open-endedness, and ends up being a linear game, like Fable 2. My biggest issue was that Peter promised that it would be very open ended, and it just wasn't.