I must say, the strange thing is, most of the high rating games in the last few years seem to fall into two categories:
1) Open world
2) Moral choice systems
Now, this turn away from linear gaming has, I think, left a big section of the hardcore population miffed. It's hard to think there's much good going on in the game industry if none of the best designed games have any strict plot progression or real attention from writers. Many of us don't need or want to be judged by some empty statistic or caught by the cops (at least not every time) for our in-game mischief.
That's one of the things the old games did well. You could shoot a guy in the nuts in GoldenEye, just for a laugh, but the story wouldn't punish you for it. Good luck finding a modern game where you can do that, particularly one which has a rating of 9 out of 10 anywhere mainstream, and doesn't say in some way "Oh you have Dark Side points now".
So I have to agree. It does feel like gaming's made big sacrifices in its post-Fable quest for morally deep choices and Fallout-like moves away from linearity.
1) Open world
2) Moral choice systems
Now, this turn away from linear gaming has, I think, left a big section of the hardcore population miffed. It's hard to think there's much good going on in the game industry if none of the best designed games have any strict plot progression or real attention from writers. Many of us don't need or want to be judged by some empty statistic or caught by the cops (at least not every time) for our in-game mischief.
That's one of the things the old games did well. You could shoot a guy in the nuts in GoldenEye, just for a laugh, but the story wouldn't punish you for it. Good luck finding a modern game where you can do that, particularly one which has a rating of 9 out of 10 anywhere mainstream, and doesn't say in some way "Oh you have Dark Side points now".
So I have to agree. It does feel like gaming's made big sacrifices in its post-Fable quest for morally deep choices and Fallout-like moves away from linearity.