What I’ve noticed over the past few years is that games have trended towards linear, limited set-pieces that players are moved along on like roller coasters. They’re often flashy and beautiful, but in my opinion, not very rewarding.
The word “cinematic” has been thrown around a lot, and that’s really the crux of the problem: games shouldn’t be movies, they should be games. They’re two very different things, even if there is a bit of overlap from time to time. The moment I hear a creative director say that he’s trying to make the game more cinematic, I know it’s all over for me.
That’s just not the kind of “game” I want to play, and thankfully, I’m not the only one. We’re starting to see a few games that offer tons of player freedom and agency, and one of those games is Metal Gear Solid: The Phantom Pain.
A Game With Cinematic Qualities, but Lots of Agency
If you’ve been following Unfinished Man for any amount of time, then you’ve probably seen me talk about Metal Gear on more than one occasion. I’ve been excited about the game for a while, and after watching this new alternate gameplay trailer, I’m even more pumped to play the game.
As you’re about to see, the player is granted incredible freedom in every aspect of gameplay. It’s going to be a long, long wait until The Phantom Pain comes out in September.
Some of my favorite examples of agency are in the physics of this game. Everything can be manipulated in a largely realistic manner, including shooting objects in flight, sliding down hills in boxes, and many other examples littered throughout the walk-through.
This type of gameplay can create many problems for developers. Simply put, this usually results in players breaking things. But you know what? That’s perfectly fine with me, and I suspect many other gamers agree. It’s a small price to pay for freedom.