There are two major types of freedom in games, and I think most developers haven't really learned the difference between them:
- [li]What to do[/li][li]How to do[/li]
Let's give some examples:
Minecraft gives you freedom of both. You decide your own goals, and you have complete control over how you achieve these goals. I don't even need to explain this.
Most sandbox games and MMORPGs, (
GTA,
Watch_Dogs,
World of Warcraftetc) give a ton of freedom in terms of
what to do, allowing all sorts of sidequests that you can skip or not, but very little freedom in terms of
how. Sure, you might have some control over the route you take to start a mission or quest, but once you get there you typically have to enter a building or cave with a quite linear path and specific goals. You can accept or deny missions, but there's not much variation on how to do said missions.
On the flip side of the coin, you've got
Metal Gear Solid V: Ground Zeroes, which sets your objectives in stone and has no side quests; the closest you get is bonus missions unlocked after you beat the game. No real freedom in
what... but the game is intentionally designed to give a ton of
how freedom. You can come onto the base from any side, you can exit from multiple helicopter landing locations, you can rescue the hostages in whichever order you want, and there's dozens of different ways even of getting around the same guards. Based on what Kojima's said, it seems like
The Phantom Pain will also fit this category. Frankly, I wish more games would do it like this; it allows you to tell a story as tightly as you want, without actually feeling restrictive.
Last but not least is
Medal of Honor: Warfighter and its ilk. No freedom at all. Might be okay for platformers and racing games, but in shooters and adventure games it's incredibly annoying, especially when the game pretends to have more freedom than it actually does.
The problem that players have to put up with is that developers like to lump all of the first three types of freedom together into vague descriptions like "open-world" and "sandbox", following whatever conventions they think of without putting a lot of thought into what style of freedom works best for the game they want to make. That's how games like
Watch_Dogs are made. With a muddled idea of what freedom is, without a clear concept of what form they want freedom to take (or in fact needs to take, based on how central the game's story is), developers end up making by-the-numbers games from whatever pieces of more popular games they can throw together. If a dev can't decide what they're gonna make, it's a safe bet they're gonna end up making crap.
P.S. Thanks