There should be an option on there for "anything but a corridor shooter"
You know what I mean, the COD games that take their level layout from a 1990's lightgun shooter, only slow it down with molasses with worse controls.
Now imagine a game like COD where each level was like a multiplayer map, and you have to fight your way AROUND the map, all over the place, till you finally complete all objectives before you can progress to the next area. That's what essentially happened with Doom, it was linear sequence of maps, with very little branching and virtually no backtracking, but each area was a labyrinth to explore, hunt down enemies and run from threats.
The "100 mile long corridor" that has infested so many games like a herpes virus has got to die in a hole. I know, developers who have way too much film-school education in their head love it for how they can line everything up and control everything but THIS IS NOT A FREAKING MOVIE!!!
if COD were to fuse their multiplayer maps with their single-player campaign, effectively playing through the maps in sequence, that I think would be brilliant. Because their multiplayer has shown they can in fact make non-linear maps. But they somehow don't want to or are incapable of doing more than a long walled in corridor for
Imagine COD4, the final mission on the Silo Complex. First mission you had had to break into the base, then you had to hunt around everywhere for a way into the base, then find main entrance is sealed, find another way in, need circular saws to cut way in, get rope, rappel down.
Right, now inside the complex you have to go through a sequence of mission requirements that include finding the control room, realising you can't get in, head to the armoury to get some explosives, blast your way in, then use the launch codes. See it's not jsut one long slightl ywinding corridor to the objective, you might actually need a MAP SCREEN! You may actually have to THINK about where you need to go next!
That I consider a bare minimum.
What I love is the Zelda model, where you have the overworld then the dungeons. Dungeons are essentially missions, most you can leave them any time (except the whale) but it kind of defeats the purpose, they are quite self-contained and you explore around them.
TL
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I'd much prefer a game that had each "mission" or "Dungeon" be complex and winding enough to need a map and objective list to explore it. There could be a linear progression between these dungeons/missions joined by cutscenes or scripted sequence, or it could be a completely open world. It could go either way.
What I can't stand is a light-gun-game style endless corridor being passed off as a full 3D game.
PS: yeah, I'm starting to realise how much this applies to Half Life 2...