Permanent player created world changes
Some games make exceptional use of permanent player induced changes – see the InFamous series, or the Middle-Earth: Shadow of Mordor and War games, where player actions have strong tangible effects on the game world. In contrast, Grand Theft Auto, whilst an altogether immersive experience, doesn’t make enough use of permanent world changes. Sure, there’re discussions on whether linear narrative directions can seamlessly co-exist in the open world toybox, but if NPCs in Middle-Earth or InFamous can at least remember players past behaviour, surely more single player games can build this into their world building.















