This is a brief list of things I had expected to see by now in new games, but haven't happened,
Nonlinear games. I feel like developers have totally forgotten how to make nonlinear game structures. Even games from my childhood made attempts at this, what with all the branching pathways in Super Mario World, the 'level tree' of Star Fox 64, and even Sonic levels usually made a passinga attempt at multiple paths within levels. But now, it seems like devs have put so much work into all the textures and frills, they are loath to possibly exclude any part of it from any single playthrough. Even free roaming games like oblivion wind up being very linear. At least as far as missions: Receive quest. Go to objective arrow. kill / pick up / enter the monster / object / door you find there. Return to location of original questgiver. Receive reward and/or additional quest.
I think games would benefit from an approach similar to those 'choose your story' Goosebumps books from about 10 yrs ago where at the end of a page you had to choose what to do and which page to go to. For example, you could be pursuing an enemy through his base, and depending on how fast you are, you either board his escape 767 and fight through it on mission 2a, or you could be too late and in mission 2b, follow in a helicopter you steal and fight off ground and air forces on the way.
Gears had a golden oppotunity at the end of act 4, where you had to run to the APC and beat the timer. Instead of restarting the checkpoint if it ran out, you should have had to fight the brumak after it wrecks your ride and continue on foot. They could have tossed in another level parallel to that to keep it even.
Destructible environments. After Red Faction, I figured the new gen would have all kinds of buildings to crumble, bridges to collapse, and bunkers to blast, all in real time. Sure, it would mean compromising a game's visuals a bit, but it would add so much to gameplay. I know there is a game coming up that is promising something like Geo Mod but cooler, either mercs 2 or frontlines, but there should be way more.
Consequences. I don't mean crap like good/bad endings, or bioshock's minor trade-off between harvesting or saving little sisters. I mean things that really affect gameplay. That's why halo was hailed as revolutionary: you were constantly making decisions on what two weapons to carry, and playing the game with a plasma rifle and assault rifle was very different from using a sniper/shotty combo, or rocket launcher/pistol, etc... The only game I own that has a major gameplay change due to an in-game decision is Oblivion's vampirism, and that was just terrible.
Oh, and music you have saved on your HD should be mixed in with the game's sound as if it were the game's own soundtrack.
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