This was the Extra Punctuation article, which is a companion article to the Zero Punctuation review (segment the thrust of this post follows):
http://www.escapistmagazine.com/articles/view/columns/extra-punctuation/9063-Extra-Punctuation-The-Rise-of-Rail-Roading
I mentioned in the Call of Juarez video that I feel triple-A console games are devolving (indies aren't, indies are fine). This devolution is partly as a consequence of reaching a practical limit for third party development and the desire to be more "cinematic." Sure, graphics technology is all very impressive and can make some very pretty skyboxes, but taking the experiences as a whole, games are shorter, smaller and shallower than they were in the previous console generation. It's especially true of narrative-driven games that gameplay has become less and less organic and more and more confined to rigid structures in which the player is just a pinball to be shunted from place to place rather than anything with ideas of its own.
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In this, I have seen that individuals have called for more and more and more of a movish experience, and how games MUST have stories, and people want to follow characters and so on. Well, if this is the case, is it possible there would be a trade-off in that you actually get a game that is more shallow?