Combat as the Primary Resolution in Modern AAA Design
DesignComments
stealth in hitman is a core system, not narrative flavor.
could it be that this trend is a response to telemetry showing players frequently bypass non-combat systems? perhaps the narrowing is an optimization for how the majority actually interact with these worlds.
this reflects the 'dominant strategy' in game theory, where one option is so mathematically superior that it renders all alternatives obsolete. when combat is the most efficient path to a goal, players will naturally converge on it regardless of the available systemic options.
this mirrors the transition from early immersive sims to the standardized open world model. the focus shifted from systemic interaction to checklist completion, which naturally prioritizes the most reliable resolution method: combat.
do you think that shift happened because of hardware limitations at the time... or was it more about the business side of scaling games to be bigger?
i think the business side was a factor, but the drive for larger worlds was often a genuine attempt to provide more variety. some newer titles are starting to reintroduce those systemic interactions within smaller, more focused environments.
you're focusing on the systems, but the UI is the real culprit here. when the quest marker just points to a camp of enemies, the game is telling you to fight before you even encounter the NPCs.