Let me start this thread near the end, with Fallout 4. Fallout 4 has a beautifully crafted game world, pretty much every location in the game has a story to tell, whatever it is a bunch of skeletons barred up in a church or emergency transmissions from a ruined suburb or a collection of terminals in a factory. Yet despite this beautiful game world the player only has one option in engaging with it: Killing things. Just like every location tells a story, every location also contains enemies to kill or quest givers that points you to enemies kill. This has been the case with all Bethesda games really, but with Fallout 4 the violence really got to me, simply because the game world is so well-crafted that I wanted to engage with it in more ways then just killing Super Mutants so I could read the logs of a survivor that had been there before.
Another poignant example for me is BioShock. Rapture is by far my favorite setting of any game to date (and it ranks really high when extended to all media) and the game deals in both fairly intellectual discourse about Objectivism, morality and human nature as well as telling several emotional stories about the people caught in the decaying Rapture. The music by Gary Schyman is wonderfully melancholic and the level design drives home the contrast between the dream that Rapture was and the nightmare that it has become. But what is the only way to engage with BioShock on a mechanical level? By killing people. Lots of people.
Maybe I am just getting older, but I am starting to feel that more and more games suffer from being caught in old wisdoms about game design. BioShock as a game is still a mechanically sound shooter with some innovative elements, but the design of everything but the combat holds the promise of something deeper, something more satisfying and tonally congruent with the game world then sending bees to attack people before bashing their face in with a wrench. Fallout 4 has an amazing world to explore but little to do in it except kill things. I don't know what could replace the combat, but I can't shake the feeling that both BioShock and Fallout 4 would have been much better games had they only had the guts to focus on something other then violence as the primary means of gameplay interaction.
Another poignant example for me is BioShock. Rapture is by far my favorite setting of any game to date (and it ranks really high when extended to all media) and the game deals in both fairly intellectual discourse about Objectivism, morality and human nature as well as telling several emotional stories about the people caught in the decaying Rapture. The music by Gary Schyman is wonderfully melancholic and the level design drives home the contrast between the dream that Rapture was and the nightmare that it has become. But what is the only way to engage with BioShock on a mechanical level? By killing people. Lots of people.
Maybe I am just getting older, but I am starting to feel that more and more games suffer from being caught in old wisdoms about game design. BioShock as a game is still a mechanically sound shooter with some innovative elements, but the design of everything but the combat holds the promise of something deeper, something more satisfying and tonally congruent with the game world then sending bees to attack people before bashing their face in with a wrench. Fallout 4 has an amazing world to explore but little to do in it except kill things. I don't know what could replace the combat, but I can't shake the feeling that both BioShock and Fallout 4 would have been much better games had they only had the guts to focus on something other then violence as the primary means of gameplay interaction.