I've mentioned before that I'm very fond of CoD: Ghosts, but there's one area I think truly deserves discussing. And that is how for most of the game, it doesn't lead the player around with compass arrows or hovering icons, with the exception of sections where you drive a vehicle or play as Riley the Dog.
As far as I can tell, and my memory may have failed me despite multiple playthroughs, CoD: Ghosts almost never displays objective markers during "on foot" gameplay, and that is really, really impressive. The series has long used objective markers as a way of compensating for bloated, confusing level designs and unclear objectives. Ghosts instead relies on character dialogue and interactable objects glowing yellow. The game feels like the series finally taking off its training wheels and putting some faith in players, that they're not plebs who need to be constantly show what to do in order to enjoy a game. "Check the left window," is so much more organic and "immersive" than a massive arrow appearing on the screen directing you to the window and then a glowing icon showing you which people to shoot. I suppose it helps that Ghosts is set in the near-future with modern day tech, which gives it a more grounded feel. The other CoD games are moving towards sci-fi tech which fully justifies HUD elements directing your every step.
In Operation Clockwork, during the entire mission, there is a single HUD objective marker, and it displays to show you which side of the room the doorway to escape is located. Since you can be anywhere in the room when the files finish copying, it feels like a fair enough concession.
To compare...
It feels as though Ghosts uses objective markers sparingly, when there is a good chance the player would get confused. For example, if you move too far away from an NPC who is leading you, a HUD icon will appear showing you where they are. So long as you stay reasonably close to them, nothing displays. Or if you're running through chaos and smoke and explosions with no clear sense of left/right, hindering verbal guidance, such as when on the deck of the aircraft carrier, the game will use a HUD marker to show you where your goal is. But the other games in the series are very prone to using them to show everything from PUSH THIS BUTTON to WALK IN THIS DIRECTION. It often borders on the insulting.
As far as I can tell, and my memory may have failed me despite multiple playthroughs, CoD: Ghosts almost never displays objective markers during "on foot" gameplay, and that is really, really impressive. The series has long used objective markers as a way of compensating for bloated, confusing level designs and unclear objectives. Ghosts instead relies on character dialogue and interactable objects glowing yellow. The game feels like the series finally taking off its training wheels and putting some faith in players, that they're not plebs who need to be constantly show what to do in order to enjoy a game. "Check the left window," is so much more organic and "immersive" than a massive arrow appearing on the screen directing you to the window and then a glowing icon showing you which people to shoot. I suppose it helps that Ghosts is set in the near-future with modern day tech, which gives it a more grounded feel. The other CoD games are moving towards sci-fi tech which fully justifies HUD elements directing your every step.
In Operation Clockwork, during the entire mission, there is a single HUD objective marker, and it displays to show you which side of the room the doorway to escape is located. Since you can be anywhere in the room when the files finish copying, it feels like a fair enough concession.
To compare...
It feels as though Ghosts uses objective markers sparingly, when there is a good chance the player would get confused. For example, if you move too far away from an NPC who is leading you, a HUD icon will appear showing you where they are. So long as you stay reasonably close to them, nothing displays. Or if you're running through chaos and smoke and explosions with no clear sense of left/right, hindering verbal guidance, such as when on the deck of the aircraft carrier, the game will use a HUD marker to show you where your goal is. But the other games in the series are very prone to using them to show everything from PUSH THIS BUTTON to WALK IN THIS DIRECTION. It often borders on the insulting.