I am going to be explaining three notable Industry Trends.
User Interaction - Intuitive HUD and Information Delivery:
As games get more and more complicated, one of the most obvious and yet under appreciated key part of a game that is also changing is the game's HUD (Head's Up Display). A HUD's job is to show key information on the status of your character and other related data in the game, a typical FPS (First Person Shooter) HUD that I am going to use as an example is the HUD from CS:S (Counter-Strike: Source) by Valve, the reason I'm using this HUD is because it is a typical FPS HUD and shows all the information clearly that I will be discussing.
If you open the above image in a new window you could use it as reference. I will talk about each Item in order:
Area Reference 1#This is the 'Chat area', you wont ever see this item of the HUD in a single player game because you don't need to type to anyone but in Multiplayer games this item is key to every online game, it's pretty much a default item when it comes to online HUDS. The Chat area is there for you to talk to other players on the server whether it's taunting your enemies or talking tactics with your team mates, the chat box is also widely used for telling you if anyone connected to the server and some server messages as well which have nowhere else to go.
Area Reference 2#One of the most important parts of a HUD in both Singleplayer and Multiplayer is the Health and/maybe Armour display, not every game has armour as a mechanic in it but if it does then it would be in the same region as the health. If you don't know what this information is it's the remaining health and armour of your character, generally when your health runs out, you die and they need to get through your armour before they get to your health.
Area Reference 3#This section here is the remaining ammo and/maybe clips (not all games have clips but just full remaining ammo). As you shoot you use up ammo, the remaining ammo for the gun you are using at the current time is displayed here and when this reaches zero it means you cannot shoot with that gun anymore until you pick up a new gun or more ammo.
Area Reference 4#This section is very simple, it just shows you who killed who, whether it was a head shot or not and with what gun, there isn't much else to say about this every online game has it in some form on your screen, this is just how CS:S displays it.
Area Reference 5#Another one of the most important elements on a HUD is the minimap, this shows a basic top-down view of the map you are playing on where you are always at the centre. If an enemy shoots then they show up as a dot on the map (depending on the game is dependant on what colour they show up as), normally your team constantly shows on the map so you can coordinate where you are going by their actions and their current condition.
Area Reference 6#This is the most simple element of the HUD, if the game has a time limit then this shows the remaining time.
Lastly I wanted to give a great example of Information Delivery from a game called 'Dead Space' where all the HUD was a component of you're characters suit because the game was going for a very cinematic gameplay style.
The Information Delivery system of this game is unique because you will get sent messages to you from your allies around the space station by them streaming a video steam to you through a projector in the suit so you can see it as if your character was looking at it, making it both cinematically unique and delivering the next mission or the next part of the storyline to you in an easy to process manner.
Game Design - Emphasis on Storytelling:
As the technology of games improved, the ability to tell a story like a film tells a story became more and more similar.
Games used to be just text in between levels and that is how you progressed in the storyline but now games have started building more and more on the story line of games, bringing in film script writers and producers to help cinematically make the game good at telling the story of the game. As the engines games where made on improved, the features available to developers for them to use to make games have become easier to use.
Another reason for the storytelling factor of gameplay getting more and more emphasis is they want people to want to carry on with games, as games have got better, players have become more critical to other aspects of games e.g. storytelling, so as a result of this game developers have been improving their storytelling techniques and now this is a key part of making any game.
The Gaming Sphere - User-generated Content:
User-generated Content for games is normally a Mod for a game that uses the game's engine and models (modders can import their own models/textures also) to make a 'modification' of the game. It's a big part of online gaming, there are lots of teams of people that dedicated their days to making mods for games and it's also a great way for budding games developers to get into the industry. Modding is one of the fastest growing uses of games and their SDKs (Software Development Kit).