eg. assassins creed series, farcry series, call of duty series, madden series, etc. etc.
Look at the ridiculously popular battle-royale games like fortnight.. They are pretty much clones of each other, and that gameplay has been done (better) decades ago.
As an aside, I loved Tribes 2 construction mod.
Battle royale was available, long before battle royale was cool.
There were also a lot of other gameplay available on top of death match, all built in: team death match, assault, onslaught, capture the flags, domination, etc...
If you look at good players who win their games, it's a lot about being at the right place at the right time. Get the best stuff and locations for yourself and don't let opponents have anything.
Sorry, but you're talking about something completely different.
It seems like what you're describing is definitely the mainstream take on the genre right now, but I think you could make another variant that isn't like the popular ones today but is still a BR.
That's exactly why we play BR games.
These days I play mostly PUBG. Before that, Day of Infamy. Before that, Insurgency. Notice a trend? Each one of those games has a lot at stake (relatively speaking) when you get into an engagement. If you die, you sit out for a while. They're about communication and coordination between players on the same team.
PUBG (and Fortnite, though that's not my preference) take it to a whole other level. It's not uncommon for me to play a game of PUBG where the first 10-15 minutes is spent either not encountering anyone or spotting them before they spot me and purposefully avoiding them. It's about tactics - either coordination with your squad, or maneuvering into a better position for the next phase of the game, or waiting until someone you're stalking has engaged someone else before engaging them.
Because the preparation is longer, there's more at risk when you actually engage, and the anticipation builds to a crescendo. So, yeah - there may only be seconds of "action" in a PUBG match, but that's the whole point.
This is Fortnite build battling. BR as a whole just refers to a game ruleset that forces and encourages a last-man-standing situation. That part has been done before there was a video game. But the details of what's being communicated are different. They're different even between Rust and PUBG, despite both of them being military styled. Fortnite is in a class of its own since it's cartoonish and the building and mobility options present a lot of unique options. Even comparisons to Minecraft don't fit since the build system is different.
Performing jadedness about the games being "done before" is basically like saying new movies are just collections of old cliches. Even when they are, they end up saying something different.
I'll just keep playing Quake (actually I'm mainly playing puzzles and graphic novels right now) until people get tired of Battle Royale modes and need a break from them.
Unreal and Fortnight are made by the same company by the way. It's really a reskin with adjusted gameplay settings.
Edit: also, games made after a movie license (or a game license, Minecraft Story, wtf?) tend to be crap. Especially when they're story based so basically you're replaying the movie that you've already seen.
Weren't most of Telltale's stories original? I didn't play any of the others, but I know the Borderlands and Batman ones were.
Personally, I played Borderlands but I never stopped and thought "oh gee, it would be nice to find out more about their background story". I just looked for the next thing to shoot. As for Batman... saturation anyone?
Telltale had a chance to take the Visual Novel, clean it up some for more Western sensibilities, and really create a market here for the genre.
Instead you just got a badly rendered machina. It was unfortunate.
That said, I've heard great things about the writing for Minecraft Story from adults. So, you know. If your expectations are appropriate, there's room to be impressed.
That said, yes, I think The Walking Dead Season could accurately be described as a Visual Novel with very little branching, more than a full-fledged point-and-click adventure. I think it succeeds at this; Lee's story is certainly more interesting than whatever happens with Rick & crew in the tremendously repetitive TV show. I can see how Telltale's formula gets repetitive for subsequent games, since it's essentially a one trick pony, but still... I was entertained for one season :)
I understand the limitations to this style and the problems became pronounced as time progressed but to have a "Telltale take" on a property, I roughly knew what kind of experience I was getting and at least for a while made me cautiously optimistic for the release (though I may be a minority.)
Usually the events were cutscenes or QTEs (timed button presses) that you either pass or get a gameover if you fail too many.
Now this wouldn't be an issue if the games were marketed as such but instead they tried to present them with the taglines "Your choices have consequences" while it was clearly not the case. You could run the same game twice making completely opposite choices and the end results were always the same; sometimes a character would die but at most that just resulted in some extra dialogue since those characters were designed to be non essential.
Here is an example of what I mean: Alice is a fugitive on the run and needs a car so she can:
1)Go to her friend Bob and have him drive the car after asking him 2)Threaten Bob to drive her around
In the end Bob is always driving the car and his opinion of you doesn't matter outside a throwaway line where he says "Hey, you owe me!" or "Hey, you're a jerk!"
The illusion of choice is very apparent at times even DURING the game since the events occurring are just too limiting.
It didn't help that Life is Strange and the Witcher 3 came out and had more in depth consequences and exploration of these systems.
That said, your description of the illusion of choice in the story... sounds like every story-based videogame ever. I've been playing games since the 90s, and I can't really think of any such games off the top of my head where your choices will lead you down a completely different path.
Commonly the game will have different ending cutscenes depending on your choices, but the main story quest always takes you to the same locations.
Deus Ex was lauded for giving you choices, but you always took the same general path through the game. Maybe you saved that character and then you meet him again for a short conversation much later - but it didn't really matter.
Planescape Torment is often described as the best story-driven RPG ever written. While it had lots of optional sidequests and offered the option to roleplay your character in loads of different ways, in the end you always took the same path through the main storyline.
These are just two examples of higly rated, character- and story-driven games that happen to be among my favorite games of all time.
It's understandable, after all creating content costs money, and content that won't be seen except by a tiny minority of players seems like a sunk cost to the developers.
Meanwhile, Deus Ex was revolutionary because it gave you a lot of choice in terms of gameplay variety. Your mission could be to enter a building and just some of the ways could be:
A)Sneak Inside through vents B)Bribe a guard C)Impersonate an employee finding a loose ID card D)Use your high jump to go through the roof E)Shoot your way in F)Use a keypad by overhearing the password from a guard E)Use an explosive to break down a wall
Telltale games did neither of these things and got left behind pretty quickly when it failed to innovate off the success of the Walking Dead
While story based games do have to fight combinatorial explosion of possibilities, games like Planescape Tormet deal with that by having actual gameplay: random encounters, item drops, side quests, leveling up. All the traditional RPG mechanics.
Life is Strange was also panned for having the illusion of choice, but I think was able to resist some of that criticism due to the strength of the story, and the different environment: most of the game is peaceful and sullen, not thrilling, so the limited gameplay isn't necessarily a problem.
Heavy Rain and Detroit: Become Human are excellent examples in that your choices actually matter. For example, it's possible to lose a character much earlier on and drastically change how the whole story plays out, or choose an action which entirely changes a few 'stages' you proceed to. There are also a lot of different versions of the ending, either by showing totally different ending scenes, or tweaking some scenes with different characters, or additional cutscenes that change the whole meaning of the ending.Gameplay was also very satisfying for both games, from the things you can do in each stage or the Quick Time Events (QTE) which also change how the story plays out.
In comparison to Telltale's games which are supposed to be about how your choices matter, the only thing that gets affected are some throwaway dialogue and maybe a few short scenes. QTEs are also laughably simple and nearly impossible to fail, and if you do fail you just restart in the last scene anyway.
The strengths were in the writing and voice acting.
Also your argument is flawed. After all, all football matches are the same.