CyberMachinist said:
...although it would be nice to have destruction physics in certain games, like everyone said it would definitely not work for other types of games, like for example stealth games, pretty hard to sneak around when you leave noticeable holes in the walls or accidentally smash a table that someone might notice.
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You see this is where I disagree. First off, if you could break tables and the like you would have to be considerably more careful and, dare I say it, stealthy. Second, how many more paths would this create in your "stealth" game? Perhaps now the question becomes, "Do I take the easy way and breach through a wall with a charge? Quick in quick out, but I have announced my presence... Better get ready for some gun play! Perhaps I should climb to the roof and cut through into a storage closet to gain entrance. Perhaps I should forgo destruction all together and try to assume the identity of a security guard. If that don't work I could try to find someone with the proper clearance or find a nice spot to accidently my way through the wall. This is the definition of non-linear, and frankly I do believe most games could benefit from fully destructible environments if you could control the amount of "destruction" you caused. You know like a breaching charge on a non load bearing wall as opposed to a block of C4 on a support column. They don't both take down the side of a building...
So yea, if it wasn't clear I like this idea because it makes games less linear when done right. That is why I think it will never truly catch on though. Developers seem to have a hard time letting the player take any real charge of the direction the game will take. My prediction? More cookie cutter, linear (to the point of rail shooters), FPS games that look "shinier".