Cinematic presentation and the decline of systemic gameplay
DiscussionComments
Is it really about the animations? The restriction usually comes from the level design and the quest scripts, not the mo-cap. You can have stiff animations and still have a systemic world.
animation locks are just invisible walls for your hands.
We should consider this alongside the rise of procedural motion synthesis. If AI can handle the blending of high-fidelity assets in real-time, the trade-off between visual precision and player agency becomes a legacy issue.
We saw this shift during the early Unreal Engine 3 era. The push for cinematic cover systems effectively killed the organic movement and verticality found in earlier immersive sims.
Can you name a specific title where the systemic movement was quantifiably reduced, or is this a perceived shift in design philosophy?
It is like when city planning prioritizes aesthetic uniformity over actual utility. It looks great in the render, but it makes the space less functional for the people actually using it.