@joej said:
Brings me to my primary question: What could we do in a game other than shooting? (Or other forms of combat)
To me, Penumbra felt like big progress on this. (The not so well known predecessor of Amnesia)
It's like a narrative FPS, but without the gun. And i have not missed it.
So you have to hide from monsters instead killing them. Pretty much stealth gameplay - nothing new.
But instead the gun there is a new mechanic: Interaction with dynamic and static objects, based on physics simulation, with an interface where you control object movement with mouse movement.
They did this well. To open a drawer, you grab and pull it. So even such a simple thing becomes an immersive experience. In fact it's by far the most immersive game til current day, imo. The freedom from the physical options made my gameplay very creative. I've tried lots of ideas, and even they mostly didn't work, it was lots of fun.
There are no horror games on your list, so maybe that's not for you. It also was the most terrifying i had played to this date. But maybe worth a look, due to ideas about ‘control scheme’ and freedom based on simulation.
Compared to that, HL2 was just baby steps.
But i'm certain we still only scratch on the surface of what physics simulation can add.
It's one thing if stuff on screen looks real, but another if it also behaves like real.
We can make NPCs feel like actually alive - which is impossible from using just blending static animation and fixing issues with some IK.
Once they feel alive, killing them also becomes much more tense.
Which made me kinda accept to lack an answer to ‘what else than shooting’, but i'm still all ears… ; )
Penumbra (2007) came a couple of years after HL2 (2004) and seems to have taken some inspiration from it. I liked the physics simulation gameplay and was fascinated by for example Trespasser (1998) that tried to do similar things. Horror games (like RE) don't attract me, but I like its point-and-click adventure aspect, but with more immersion, and more physics simulation. Thief (1998) also did some simulation but with more focus on object and system interaction, making it one of the earlier immersive sims.
The game I listed was specifically games I liked because of the relationships with characters in the game. Several of my favorite games were not on that list. HL2 was good when I was accompanied by Alyx. Not when I was alone in Ravenholm. So just to name a few other games lacking relationships but still good: Jedi Fallen Order, Death Stranding, Dying Light, Pathless, Deus Ex, XCOM (2012), Days Gone, Rimworld, Prison Architect, Tomb Raider (1996), Shadowrun, Mark of the Ninja, Primordia, A New Beginning, Thief, Metal Gear Solid 5, inFamous Second Son, Journey, Portal, Hellblade, Settlers (1993), Warcraft (1994), Doom (1993), Quake, SimCity (1989).
I got a bit stumped by the question of what to do in the game. The focus on violence has worked since it's something that could be implemented as a game and gives immediate tension and feedback, resulting in motivation to get better. But it’s hardly the only type of game. And most types of games can be done in 1st, 3rd, isometric, overview or abstract user interface. There are 1st person games focusing on social, puzzle or detective gameplay.
A systemic story can be used in any type of game, replacing or adding to their side- or main quests. Doing it with full AAA fidelity (quality) would take AAA-money and iterations over several games. But using it as a better version of Skyrim radial quests, or in a roguelike, or any type of sandbox game, would not involve that much work. Especially if done with shortcuts, as is usually done in games anyway, with dialogue taken from a pool. I don’t advocate for continuing using hand-written dialogue for all the reasons I talked about. But more elements of systemic story could be used along with traditional game design.
I have a specific starting point for my version of a systemic story game, that would be an adventure game set in an medieval isolated village. Part of that is to have natural limits of the things that would have to be implemented while holding to the principle of having everything visible reacting properly with everything you can do. Would hope to inspire more games to use systemic story so that I could play something like Witcher, but with systemic sandbox and systemic story and possibly in 1st person.
Since the systemic story could be used in many types of games, it could still be a game with the primary focus of killing thousands of hordes of enemies. But I would focus on improving the things that haven't already been done. And that would be the freedom of taking the story in infinite directions. To make it clear. This means that you would walk to people. Talk to them. Go to other people. Talk to them. Explore places. Detective work. Resolve conflicts. Get out of situations.
If you look at adventure films or books. There can be a fair amount of action but the actual kill count by the main character often doesn't come close to what you see in most video games that try to deliver a story in a similar genre. The Indiana Jones film has a lot of action. The main character murders about 13 people. That’s not a lot compared to the Uncharted games that were inspired by it. The Telltale Walking Dead has a potentially engaging story that doesn’t have a stupid exaggerated body count. Lets have something similar, but with a systemic story and in a simulated sandbox like Project zomboid. The main story is about trusting other people. Not killing zombies.