And the other novel idea? It put six walls around you. And that changed everything
. The feel of freedom, flying in any direction feels completely different when totally unrestricted in space than in a cramped tunnel system. Actually, Descent 3
opened up a little with brief outdoor segments, but you couldn't just fly off into space there, so it wasn't really outdoor.
Giving the player roughly the controls of a space combat sim, but setting it indoors was a restriction on freedom of movement that worked to their advantage, creating a series with a wholly unique feel. The same can be said for the other examples: clever restrictions--but not complete eliminations--of overall freedom in gameplay that enhance our experience with the game significantly.
LOOK WHO CAME: