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Why? Something I'd like to coin "the Micromanagement / Gofer factor", or MGF for short. It corresponds to the level of task micromanagement and/or object gathering there is in an FPS. Games that rank high in this tend to have a very constrained flow, and get tagged as a "railshooter" In Crysis, it started out at a moderate level, but then spiked up very high as the game went along. FarCry was a lot more lenient; it would give objectives, but would leave the means for achieving the goal relatively wide. The Call of Duty series would have a very high MGF, since every single level is chock full of objectives (up to 15 or so in a single level!), and you're forced to stick with your squad, discouraged from exploring the levels. In contrast, a game like Doom 3 has about 3 or 4 objectives per level, and they're relatively easy to remember, and lenient with regards to the means of achieving the goal. There is the Enpro plant, where the player is urged to rush through the level, but then after achieving the primary goal, the player is allowed to backtrack through the major level segment at their own pace. This introduces a dynamic to the gameplay flow, allowing for variety, and to make a certain section of the game stand out.
The MGF is not to be confused with the ammo / armor / other resource management that is commonplace in FPS games; this is a separate element that is affected by the objectives in varying levels.
Some other MGF examples (in my opinion):
Doom 1 / 2: Low (get the keycards, exit the level; simple, and gets old after a while, but otherwise unconstraining
Quake 1: Low (basically the same reasons as Doom 1 / 2, but with a higher emphasis on ambient sound and lighting
Quake 2: High (introduction of the objectives tablet with "do this, do that")
Return to Castle Wolfenstein: Medium (one or two main objectives per level, paced to allow exploration in most levels)
Painkiller: Medium-Low (a return to the game mechanics of Doom, but the levels have triggered closing doors to form "arenas" of combat in the level, which adds a little micromanagement)
Deus Ex: Medium-Low (objectives spelled out, but the player is encouraged to find their favorite way to fulfill them
So judging from this, I wouldn't like Call of Duty 4 very much, since it's guaranteed to have a very high MGF
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Not to mention to much MGF in regards to the fact that riding in the truck would consist of "Open door" "get in car" "check mirrors" "adjust mirrors" "get out keys" "find right key" "insert key" "turn ignition" place foot on brake" etc etc.
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