Thread:Vorknkx/@comment-3547390-20150204202730/@comment-1496755-20150321115736

I agree about the mood levels - they definitely are more immersive and provide an awesome gameplay experience. I have tried to design such levels myself when I was dabbling in Doom map editors. There was a map called "sinking into depression", which was a cave system where every next room goes deeper and deeper (and darker too).

Simplicity is a good thing, most of the time. Quake's gameplay is very clean in this respect and I like it a lot. Not having a "use" key definitely makes action a little more fluid and seamless for me.

Most modern shooters feel somewhat detached to me. You go around, shoot stuff, but the environment itself is more of a backdrop than an active part of a complete virtual world. I like games, in which the world itself feels alive and breathing.