Nice article about next gen gameplay:
http://www.planetgamecube.com/editorials.cfm?action=profile&id=148
http://www.planetgamecube.com/editorials.cfm?action=profile&id=148
quote from the article said:What we really want to look at is how gameplay has been evolving since the dawn of 3D gaming, and we only have one generation transition to observe. Interestingly enough, many of the changes that occurred this generation parallel those that occurred during the 16-bit generation. While the size of characters in 3D is relative (and thus meaningless from a hardware perspective), the number of onscreen characters has definitely increased as 3D hardware has gotten more powerful. Games like Rogue Squadron II, Pikmin, and Resident Evil 4 demonstrate this advancement nicely. Another major change since the first 3D generation is draw distance. Thick walls of claustrophobic fog have gone from commonplace to practically non-existent. Detailed physics simulation is just within reach on the current crop of consoles. However, rarely is it used to significantly change gameplay (as in Half-Life 2). Artificial intelligence (AI) has gotten incrementally better since the previous generation, but the changes have been subtle in most cases. Finally, as 3D hardware increases in power, split-screen cooperative modes are becoming feasible (at reasonable framerates).
This should give us a good idea of what to expect from the next generation of console games. Most of the things that were new or rare this generation due to technical restraints will multiply profusely in the next generation. There will be no shortage of polygons for drawing numerous characters. There will be plenty of CPU power for detailed physics simulation. Most developers will use physics for relatively superficial purposes, but some ambitious developers will certainly couple it intimately with gameplay, as Valve recently did in Half-Life 2.