Well that's fine for that kind of scenario, but that's waaaay different than trying to do the same for a city-based chase scene. Even if that city were way more open, you wouldn't be able to deviate much since you'd lose your target. They know this. That's why there are extra paths and options, but they're similar enough to keep the action focused and ensure it all comes together and makes sense.
Oh, I agree.
They are doing a brilliant job on what it actually is, and expanding naturally on what worked for the previous games. I'm not saying at all that these super-setpiece moments should somehow be open.
In fact, you can clearly see what is very much a "funnel" in level design in this video.
It starts with a shootout in the market, with different covers and possibilities. You jump into a car, and it has different paths and possibilities while being chased by the truck. Slowly, you make your way down and the level funnels into a chase to the convoy, again with some different paths. Eventually it funnels further into the rope sequence, then the truck, then the car again, all very linear. It all boils over in a shooting-only sequence with no camera-control to top it all off.
It's a very natural, impressive way to slowly take control away from the player as the stakes go up and the director takes over to show you what's happening.
They've mastered the linear setpiece -- as a PART of a more deep, thorough gameplay experience. I couldn't ask for more.
Well, I can ask for couch multiplayer