dyre said:
There are plenty of popular recent games/ upcoming games that give you lots of choice. The Witcher 2, all of Bethseda's sandbox titles, Deus Ex 3, for example.
As far as Bethesda sandbox games go, I actually find the more recent ones to be very shallow and limiting. Morrowind was pretty open, and gave you the sense that there really was a whole world out there for you to bang on without fear of finding the edges, but that game is almost 10 years old. Oblivion was considerably less free--yes, there was a big world, but all of the quests were very, very tightly scripted and you were basically lead around by the nose through each checkpoint. Yes there were a lot of skills, but they all did pretty much the same thing and had very little impact on gameplay--was there any actual difference between Blade and Blunt weapons? The skill perks were the same, the damage progression seemed too close to tell a difference. Magic skills opened up spells that did slightly more damage, but they looked the same as the lower level ones and, because the game scaled with the player anyway, it made absolutely no difference. If you gain the ability to do 10 more points of damage, but all your enemies have gained 10 extra hit points when they scale up to match your level, there is no net difference.
I am less familiar with the Fallout games, but from what I've seen and heard they are basically the same--there are lots of choices, but none of the choices actually mean anything.
Another good comparison are the Thief games--Thief 1 and 2 were marvelously open. Each mission had a contained map and defined objectives, but the maps were incredibly detailed and non-linear, and you got virtually no direction about how to approach it. You could explore to your heart's content, find secret passages and figure out gaps in guard patrols, find all kinds of extra things that added to the setting and the flavor of the world, etc. You could eavesdrop on the guards and hear little bits about their lives--in one mission in Thief 2 you hear two guards complaining about the new factory that opened up near their houses and how it smells bad, puts out lots of soot, and is making their children cough and develop asthma. In another you hear various guards complaining about how one of the other guard got drunk and made a big mess all over the place. If you explore around, you can find the drunk guy and find the messes he made. If you want, you can jump out of the shadows and scare him and teach him a lesson. The levels were huge, there were no loading zones or set paths, and you were just left to figure it out on your own and create your own story within the mission. And when you were finished with each sandbox mission, you could complete it and move on to the next one. It was a perfect blend of nonlinear freedom and story.
Compare it to Thief: Deadly Shadows, the most recent installment, and you see the differences in big name game design--the missions are divided up into stages punctuated by loading zones. Guards can't chase you within a certain distance of a loading zone, and can't follow you between them, and once you leave a zone the time there is frozen, so when you come back it is exactly as you left it, guard positions and all. All the loot items glow so you can easily tell what is loot and what isn't (in the first two some things were valuable loot and some things were worthless, and if you couldn't tell which was which because of the light you had to make a tough choice--wander into the open in hopes that it was loot, or leave it alone rather than risk being spotted). The levels are much less detailed and much more path-oriented (there are always shadows exactly where you need them, easily noticeable breaks in the guard patrols, etc; as opposed to the first two, which pretty much made a plausible mansion or fortress and left you to figure out how to get through--it wasn't neat or pretty, and there were plenty of places where you had to get very creative because the designers hadn't done all the work for you).
It can be frustrating when a game has unclear objectives or when you truly are good and stumped about how to progress or how to get more clues to help you progress. But I think those flaws are worth the freedom they bring with them.