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Given your Halo reference I thought the discussion was mainly about gameplay freedom and not story branching. Maybe Hellblade 1 is a better example. It’s extremely short, completely linear and fully prescriptive - there is really only one way to play it and no customization. Yet many people find it compelling and worthwhile. I just don’t think the reason 1866 failed was that it was over prescriptive. I think it was just not a very fun game.
I played Hellblade last year and found it a worthwhile experience. There was some hype for the sequal, but from what I garner it largely threw away what made the original interesting and compelling narratively, so I have heard most people who liked the first game dislike the second. It looks stunning though.