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Notes -
Probably the easiest way is in level and enemy design. I’d actually say that boltgun does a good job at feeling like Doom, but with dramatically better level and enemy design.
You could also argue something like Halo was a different type of improvement over the same - the auto recovering health creates a different feel to the game. You can design encounters for someone who is always at full strength, which allows for a different feel.
You can also take the remnant approach, and add in coop multiplayer. An experience where you approach encounters as a team can lead to an entirely different feel.
Even if the core of “you are a person with a gun” doesn’t change, you can create dramatically different feels by iterating on some common variables.
The main issue I’d say that comes up with modern games is that they all feel like they’re trying to saturate the same market. Dark Souls isn’t that innovative of a design - but it was a popular enough series to spawn its own “genre”, simply because it scratched an itch modern games won’t. There aren’t enough games where you can look for secrets, overcome challenges or get lost in the world - instead, games are very focused on making sure you experience it in the exact way the developers intended.
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