Because a game like Half Life 1 (and also 2 for that matter) was just so incredibly open. Oh cruel consoles, why did you take this away from us?
Play some open world games if you're so incredibly worried about "corridors" and "lack of level design" (what the **** does that even mean lol). There's plenty of them out there.
Large simplstic levels, in comparison to intricately fine tuned levels with mechanics to facilitate them - are two different things. This appears to be something only hardcore pc gamers quantify.
Following the magic line in Grand Theft Auto is not tantamount to the maze like mechanically challenging levels in Dark Forces II. This is baby people thinking.
The Halo man, in a big simple level, with an arrow guide, his two weapons for shooting Pokemon assisted by shield regeneration is not tantamount to exploration, traps, versatility hand crafted maps (that require thinking), of Quake.
Looking at this post, seeing a console person such as yourself unable to distinguish between the two, from an emotional stand-point, is highly disturbing. Highly so.
You can't even decide what you're trying to say at this point. Wouldn't it be easier to just go back to playing all these old and outdated games and stop complaining about progress? Progress that's obviously extremely positive judging from sales numbers.
By applying this level of thought, Transformers has progressed cinema to new heights, with Citizen Kane being antiquated.
This is actually an excellent analogy, signifying our contrasting values. Hardcore pc gamers appreciate craftsmanship, console gamers (by your logic), value sales and accessibility.
Those old PC fps games were giant sprawling mazes where everything looked the same, endless backtracking was required, memorising health kits 3 miles back was a vital skill, and puzzles were "Bring blue key to blue door!". Ugh, good riddance.
Level design, like just about every other aspect of gaming, is improved these days.
This post appears to confirm that.
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