It could have easily wound up as a boring, arcade-style affair (ala Area 51), but it's been carefully crafted into an immersive first-person experience. In the end, game designers have to make tough decisions about how much choice they afford, especially when they're trying to make sure the player is paying attention to the story they're trying to tell - and, more importantly, having fun in the process.ĭead Space Extraction is an example of a game where huge decisions were made regarding player choice and freedom: While the original game was a largely linear third-person shooter, Extraction is a light-gun title that almost entirely removes the player's decisions about where they're heading. At other times, this "freedom" can be debilitating, making us agonize over whether our choice is the best one possible, pulling our focus from other subtle things - story beats, facial expressions, sound cues, environmental details, and the like. Sometimes, freedom of choice in a game world can feel liberating, as it did for me in The Elder Scrolls IV: Oblivion.
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