I know CoD's reputation makes it hard to believe, but I think there's a few things to glean from BLOPS2's reactivity.
1) In Game Choice
There's a scene in the game where you're forced to shoot a hostage with a bag over his head. You can either shoot his head and kill him or shoot his knee and only wound him. I particularly like this choice because it's built into the core gameplay mechanics and not tied to some arbitrary button prompt. Although, It might have been nice if the game actually told you that going for the knee was a valid choice given that Call of Duty isn't known for it's non-lethal takedowns.
I don't mean to bash the dialog wheel and interrupts, as they're perfectly acceptable methods of offering choice; however, a few in-game decisions would only enhance the game's flow and immersion.
2) Failure
Other in-game choices aren't really choices at all, but rather pass/fail challenges. A few times in the game will have a character die because you failed to complete the mission within certain parameters. Again, this kind of thing helps with immersion, keeping the players cognizant of their actions both in and out of dialog sequences.
It might be tough on those who aren't very good with TPSs, but maybe Mass Effect could occasionally fail players based on their diplomatic or problem solving abilities.
3) Surprise
One or two of BLOPS2's consequences come out of nowhere, and I think that's fantastic.
Incidentally, killing one of you allies (or letting him die by failing a mission) will end up giving you a better outcome than if you let him live. More importantly, the game does not give any sort of hint that this choice will have any relationship to the outcome it has. The player has no way of knowing that they've screwed up until it's too late.
I wouldn't want it to happen all the time, but that feeling of unwittingly screwing yourself over is something I like to experience.





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