A few ideas . . .
For games that put you in control of a person, or persons, in the real world, there really, really, really should be 100% destructible enviroments with the necessary physics.
I’m talking about games that are basically completely designed to be destroyed. I’m talking about a game that, if you slapped a demolition pack of some generic name, on the wall, would actually blow a huge chunk of the wall away, so that you could, say, improvise your own doors behind a strategically positioned MG42. Similiarly, you should be allowed to tell a tank to blow out the supports of an occupied building and watch it slide down like it would, in reality. The remains of the building would then be just a shitheap of bricks and mortar and your tank could slam over it, your men could crawl through it or you could booby-trap it if you so like. No more of this stupid blocked passages to create a linear flow with preset choke points.
(On another tangent, you should be allowed to tell your tank to smash right into the building in the first place. Give me control of what a tank CAN do, not what it probably should do)
I’ve played Company of Heroes, and it’s the closest I’ve come, but it comes so bloody close, it’s all the more disappointing for the few yards missing of the mile. So to speak.
Another peeve of mine is, make the bloody effort to incorporate a bloody story into the game. Yes, I’m aware of the smarting examples of the games that really, really want to be virtual movies (I’m looking at you, Metal Gear Solids series) but still. You should at least give it a shot. Hell, there are so many disaffected gamer hokeys who could broil up a plausible story, you could at least post a request on a message board and see what trickles in?
And then there’s the AI, and the realization that what we really could use right now is a more thorough look at artificial stupidity, and the balance between the two. Make a man act like a man. This also includes limiting his knowledge into what he can physically know and when. If you stole anything in Oblivion, and made the tiniest misstep, every damn guard within three miles and a dog of your location would be on your arse before you could think “Shiny!” If you placed a sniper round a half inch to the right of a guard’s head in, oh, 90% of most recent shooters, the next thing that would happen is a whole shitload of red dots appearing on your body. In reality, you’d have at the very least the chance for another shot before the other person even came to the realisation he’d been shot at, nevermind from which direction, what height, trajectory and distance.
Of course, what I’d also love is the AI responding in a rational manner and being able to tell the difference between being on the aggressive and the defensive. For instance, when over half of your crew disappears from guard duty in a military terrorist camp, the answer is not to search half-assedly for thirty seconds, shrug and go back to your campfire and stick your thumb up your ass. There’s two proper answers, both of which includes letting your fucking boss know and asking for reinforcements. You can (aggressively) attempt to flush out the area, with any means possible, flares to startle-shots to setting a tent on fire if he thinks you’re hiding inside. Or he could (defencively; alternatively he could go straight for this) tighten the perimeter and demand that patrols be paired.
The thing is, many games are great at this, particularly Half-Life 2 (where you suddenly have guards shooting flaming barrels and kicking them at you, or blowing up stuff and letting the debris rain down on you, and so on) - the problem is only that it’s scripted. If AI ever reaches the level where the enemies actually consequently react properly (whether it’s predictable or wildly unpredictable) to a situation in a manner that could be mistaken for a human reaction, we will have absolutely great gaming. Combine this true AI with a sandbox-type destructible game world that allows for truly non-linear progression and you’ll have a masterpiece.