The minimum ability to navigate a 3D world isn't playability!
If you haven't watched the Discovery Channel program on the XBox, Microsoft Gaming Studios, and the development of Crimson Skies and the next Oddworld, then you are a very lucky person. I can't quote the program, because I didn't bother taping it, but I can para-phrase some statements that are an utter travesty.
"You can't call them games anymore." Ed Fries... Yep, I think he is right. What I got from the program was that playability was being sacrificed to add plot-line features and CG videos that immerse the player in the story line. A story mode is useful the first time through a game and probably accounts for 10% of the game time spent, unless the entire purpose of the game is delivering the story (aka an RPG). In games like Crimson Skies I could care less about the stupid little video sequences and could care quite a bit more about how the plane flies, the different moves, the different game-play modes, and other PLAYABILITY features in place of ENTERTAINMENT features. If I wanted to be entertained I'd go spend $10 on a movie which is much cheaper than the $50 I spent on the damn video game.
"Unique games with unique playability." Ed Fries again... I could use all sorts of poor language here, but the recent trend in playability is the creation of an environment and then providing the player with the minimum amount of interaction required for them to complete that environment from start to finish. I feel more like I'm being DIRECTED in modern games than that I'm PLAYING them. When you only give me the minimum playable interface you are corraling me into solving problems a specific way. Play the old Gauntlet and the new Gauntlet's for a great examination of how playability has become pure trash. While the entertainment value of the games is definitely improving, graphics are getting better, I'd have to say there is a complete lack of unique playability. To the point that unique games fail, like Deathrow. Yeah, I know it sucked, because it tried something unique with playability, but failed to deliver the full experience of that playability.