@pezen: ii feel like we might be coming at games for totally different ends. I find myself, as I get older, enjoying longer open world single player experiences almost exclusivley. I generally won't pick up a tight narrative driven single player game unless it is exceptional either in story or gameplay.
i find what I really enjoy are environments that are fleshed out to the point that the worlds seem as if they could exist without the players involvement. Fallout NV and GTA 4 I feel are really good examples. I like exploring and finding new places and hopefully interesting Npcs just doing there own thing then being able to interact with them, more interesting than being spoon fed a narrative. I'm hoping as games improve there will be less and less moments of "thank god you arrived now can you do this for me" and npcs get more agency in open world games. Like a better version of skyrims radient ai.
I actually find focused games detract from my engagement with the world being conveyed, the fact that the environment has been set up exclusively for the player and the gameplay style takes me out of any kind of suspension of disbelief. Invisible walls and hallways with doors I can't enter, things I'm looking for conveniently in the next room perfectly positioned rubble and explosive barrels set peice after set piece, monster closets etc etc.
I think a lot of this has to do with the increase in fidelity, as graphics/voice/ motion capture get better the things you can't do in games and the limitations on developers becomes more pronounced,
and on a fundamental level An art asset reused 50 times in a massive open world, some of which i never saw over 40 hours of game time does not take me out of a game while an art asset reused 5 times in a period of 4 hours does, especially if its put on the critical path.
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