Gilius Thunderhead
Tourist
- Joined
- Sep 1, 2020
- Messages
- 1,458
Games that give you an objective but let you figure out how to go about it.
I know that it's common in RPGs to let the player choose which quests to take or, in some cases, the order in which quests can be taken. That's not the point. I'm also not talking about games that allow freedom of choice in the form of dialogue trees, like Fallout(not necessarily, I'll let you elaborate if you want) or Age of Decadence. The games I have in mind may have a rigid quest/mission structure, but allow you freedom to do them in various ways that are unscripted. I'm also leaving out open games with no fixed objectives, like Kenshi and Mount&Blade, or strategy games with missions fashioned like a puzzle, like most RTS(their inclusion may be justified in other ways, I leave it up to you).
Some examples come to mind:
Operation Flashpoint: Cold War Crisis and expansions - use the map to navigate to objectives in any number of ways, including using vehicles; choose your method of approach; improvise as situations develop; ability to command a team and cooperate with friendly NPCs; very large game map allows lots of versatility.
Mafia I(original) - no GPS and other aids, the player should use the map and his knowledge of the city to determine the best course; unlike modern GTA, the mission won't be aborted nor is any visual indication given when the player does something wrong like, say, mistakenly following the wrong car in a stalking mission and ending up in a different part of town.
GTA games - early games(up to GTA 3) had missions with simpler scripting, which allowed more freedom in their execution, whether that was intended or not(in some cases it was). This was mostly gone with Vice City. Use your knowledge of the city to get certain powerups before the mission, and sometimes during it. GTA 1(and 2 iirc) had a point multiplier system(reset on death or capture) which also involved special challenges, so you may decide to "optimize" your playstyle by doing things in a certain order.
Mercenaries - choose stealth, direct attack or indirect(like calling an air strike); use the map to choose how to approach and escape situations; a variety of vehicles; different main characters to choose from; high level of improvisation required.
Deus Ex - Of course. You could also include Thief, not because you can also whack guards(allowed, but discouraged) despite it being only a stealth game, but because of the openness of the map(in the sense of logical openness, not just size and variety of elements). Deus Ex has a much broader definition of player freedom, though.
I know that it's common in RPGs to let the player choose which quests to take or, in some cases, the order in which quests can be taken. That's not the point. I'm also not talking about games that allow freedom of choice in the form of dialogue trees, like Fallout(not necessarily, I'll let you elaborate if you want) or Age of Decadence. The games I have in mind may have a rigid quest/mission structure, but allow you freedom to do them in various ways that are unscripted. I'm also leaving out open games with no fixed objectives, like Kenshi and Mount&Blade, or strategy games with missions fashioned like a puzzle, like most RTS(their inclusion may be justified in other ways, I leave it up to you).
Some examples come to mind:
Operation Flashpoint: Cold War Crisis and expansions - use the map to navigate to objectives in any number of ways, including using vehicles; choose your method of approach; improvise as situations develop; ability to command a team and cooperate with friendly NPCs; very large game map allows lots of versatility.
Mafia I(original) - no GPS and other aids, the player should use the map and his knowledge of the city to determine the best course; unlike modern GTA, the mission won't be aborted nor is any visual indication given when the player does something wrong like, say, mistakenly following the wrong car in a stalking mission and ending up in a different part of town.
GTA games - early games(up to GTA 3) had missions with simpler scripting, which allowed more freedom in their execution, whether that was intended or not(in some cases it was). This was mostly gone with Vice City. Use your knowledge of the city to get certain powerups before the mission, and sometimes during it. GTA 1(and 2 iirc) had a point multiplier system(reset on death or capture) which also involved special challenges, so you may decide to "optimize" your playstyle by doing things in a certain order.
Mercenaries - choose stealth, direct attack or indirect(like calling an air strike); use the map to choose how to approach and escape situations; a variety of vehicles; different main characters to choose from; high level of improvisation required.
Deus Ex - Of course. You could also include Thief, not because you can also whack guards(allowed, but discouraged) despite it being only a stealth game, but because of the openness of the map(in the sense of logical openness, not just size and variety of elements). Deus Ex has a much broader definition of player freedom, though.
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