I think that's a bit of an oversimplification, since weapon selection changes dynamically in many of those games.Shamus Young said:3. Having only two weapons forces you to think about what weapons to bring with you and encourage you to plan ahead!
Actually, it makes it sort of pointless to think about it. The usual loadout will be "An assault rifle, plus one other weapon that might be situationally useful". Lots of combinations are out of the question. You don't want to take a sniper rifle and a grenade launcher at the same time, because if you end up fighting in tight quarters you'll be completely helpless. Instead of making you think about what weapon to take with you, it encourages playing it safe, not taking chances, and not experimenting with different combinations of weapons.
However, that still doesn't mean two-weapon limitation inherently makes any game "more strategic" either.
Consider the interactions between short term and long consequences and creating ways to deal with them.
a) -Doom- "I have a rocket launcher with 12 rounds. That's more than enough to clear out this nasty room easily, but I want to hold onto it so I can deal with those three Barons of Hell next level."
b) -Halo- "I just need to reach the top of that hill, but it's entrenched. So I'm going to use the corner to melee that Jackal to take his beam-rifle and use that to snipe the Elite with the Fuel Rod Gun before he sees me."
In either case, what do you call that? "Strategy"
(One may call the latter "tactics", if they're a pedant)
Halo et al normalizes the game-state frequently (checkpoints), which means that while it's able to offer better individual encounters, there is no long-term strategy to consider, which I think a lot of gamers (myself included) miss because very few current games even bother with it.
I -LIKE- it when a game forces me to make a quiet, meaningful long-term decision.
(do I use my super weapon ammo on this big guy? or work around him?)
I -LIKE- level design where noting resources is useful, or where searching for secrets is a fun challenge in its own right (or at least those a bit more involved than "find dog-tag in brief unmarked detour from plot-hallway").
But you just don't see that in shooters all that often (if ever).
Strictly speaking, yes. But only in the manner that games by definition are confined to a set of rules.medv4380 said:No strategy is about working within a confined box.
Otherwise: "Calvinball"
One might define the necessity (or degree) of Strategy as "Challenge".
A.k.a. "How hard to I have to think/act in short/long term to win?"
In this regard, "Challenge" is defined by the test to see if the player will make the RIGHT choice through skill and reason (preferably); which you will note is -not- strictly defined by how many/few choices they have.
(Just as an aside: Look at something like Defense Grid. It offers the player GOBS of potential choices at nearly every stage of the game, with even more nearly every stage as you unlock new towers. And yet, acing the later maps can be BRUTAL despite all of those options.
There's plenty of room for creative strategy, and multiple ways to beat a map, but execution of those can get ridiculously difficult. Earning legitimate leaderboard scores requires almost zen-like abstraction of traffic flow and timing even when you have the strategy figured out.)