It is indeed a troubling point.
I really dislike the situation you describe, I am someone who prefers a well thought, structured approach rather than a thematic/ mechanic/ tonal scattershot that we see so often today. I personally generally play games interested in the conflicts and the narrative, but more often than not today, I feel that developers are actively trying to water down their narrative and artificially extend their games by purring in all sorts of unnecessary "because maybe you'd like to do that" components.
Bethesda games have terrible problems with this, there is no structure, no purpose, so all the possibly very well designed game mechanics lose any meaning or importance. That bullet / gun / weapon crafting? yeah , no need to use it. That npc with the quest? he doesn't really have any importance, just a few hours of side quest. That cave #47b it holds nothing, just prefabricated cave N°5 space to search. Cool! Freedom! but what does it mean? What advantage does it bring to the experience?
On the other hand games such as Silent Hill 2, The unfinished Swan, Journey, Spec-Ops, Shadow of the Colossus or the first Portal, fill everything with meaning. Sure, there is a lot to explore, even some sections that exist solely to deepen and broaden the world, but the experience is not padded, it is condensed, it never loses the focus of what the game is, or the direction the experience must have. They don't shy away from taking control away from you or telling you something that you might not enjoy. But they never become too broad as to loose flavor or stop you from experiencing the universe either. These present fantastic narratives that are quite clearly not "your own", but they allow you to connect nonetheless, there is no unnecessary simulated freedom.
This rather pathologic requirement for players to "fulfill their own story" that comes out repeatedly in PR briefs today really rubs me the wrong way. Why are players incapable of empathising with a story that is not their own? Seems that whenever anything is out of their control, the experience becomes foreign and unrelatable to them. In many ways, this sense of "agency" breeds the intolerant trollish responses of extremely defensive gamers that cannot understand experiences not catered to them... It also inhibits real creative output, since players lack the actual impulse to generate real narrative themselves, they cling (and demand) this simulated freedom to do what they can't in reality (and even complain when they don't like what happened). It could even be read as the response of a disempowered lost generation, trying to fullfill their illusions of freedom in a virtual world...
WarpZone said:
Hoo boy.
The key point you're missing is the fact that, inspite of the enormous amount of artistry that goes into *building* a video game, the most important artistic contribution is the input of the player. Video games are an *expressive* medium. They are not a fixed medium like a statue or a painting. When the developer is finished and the game goes gold, it's still not done yet. (No, not even after all the patches, har har.) The game is DONE when a player FINISHES it.
That is a very silly observation, Painting and Sculpture, and any other art form require someone to experience it, as games, without the input of the spectator they don't exist. You seem to be stuck on a 1900s definition of art as a static observation, today interaction is the basis of modern art: The spectator is no longer passive, he/she is an integral part of the art itself, art only exists through this communication.
Also, an open world doesn't automatically grant a game "compelling gameplay". In fact a more focused approach to what can and can't be done often offer a better tighter gameplay experience. A jrpg or other more tightly knit games feature more structured, well designed systems that enable for well designed gameplay... you play games for gameplay or for experimentation? Assuming a more controlled narrative approach is less gameplay is just a fallacy. More options do not mean better options, in fact given the nature of design, in general it is the other way around.
It's funny that you mention Psychonauts, because as much as I enjoy the game, I feel that the platforming/exploration is profoundly at odds with the clearly more adventure game that Double Fine wanted to do.
Also it is ridiculous to compare anything to Daikatana (really? what the hell)), since Gta is a pretty good game and Daikatana is probably one of the most generally accepted Horrible games in history.