thing i've been seeing recently - quite a lot - is developers looking at putting the tools in the hands of the player, saying you decide how to progress
just recently there's:
bioshock - a game that's all about choice, from choosing when and where to engaging in combat to choosing specific tools or combinations of tools to use and way more besides, with choice and consequence
crysis - a number of modifications for body and weapon will probably add a level of depth far greater than traditional shooters, and with the relatively open environment and phsyics and destructable environment, allow the player to be as creative as he or she wants to be in engaging enemies and progressing
medal of honour: airborne - randomised starting locations as you parachute in and reactive AI that advances and retreats as frontlines shift and control of territory moves, means that every battle starts differently and is different for the entire fight, all random, all dynamic - it's like the polar opposite of call of duty 2
splinter cell: conviction - doing away with the light/dark stealth systems of old, the game is now set in daylight, in crowded areas and the player has to make creative with distractions or manipulate crowds (into panic, or whatever) to achieve goals - meaning players will be able to choose from various environmental tools in an almost puzzle-like way to progress
the witcher: a roleplaying game with a very strong focus on choice and consequence, where almost every choice impacts things in meaningful ways
does anyone else get the feeling from some of the games on the way, and probably many others besides that i don't know about, that gaming is perhaps growing up, and finally we're starting to see much more creativity and freedom in games, even as people are constantly complaining that there is far too big a focus on visuals and too little a focus on gameplay?
i mean, assuming that the claims of the developers can be trusted, of course....Â
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