I agree with you El Arab. Developers are already doing that, and that's what I'd wish they continue with.ElArabDeMagnifico said:Long post
Or add to the amount of possible ways to get from point A to B. Creative problem solving was what made Portal, for example, fun to me. I can't see the problem with adding things to do and ways to do them, even if they are ultimately pointless. The pointless stuff is usually what I remember the longest anyway.Alex_P said:Being able to "water the leaves" is technically feasible with current hardware, it's just a drag to code with current industry-standard programming tools.
The thing is, "watering the leaves" doesn't come without cost. An environment where you can mess with anything is an environment where most of your actions will not serve any kind of larger purpose. If, like Half-Life 2 or MGS 4, your game is a kind of rollercoaster -- a set of narrative rails with a bunch of improbable twists and turns, -- then packing that closed, linear world with "leaves" is going to turn it into a harrowing slog, reducing the gameplay to searching for that one seesaw puzzle buried amongst a hundred other interactive objects that don't meaningfully move you anywhere.
-- Alex
If you listen to the Developer Commentary on Portal (Which is fascinating I found), then you will hear there's a number of times where the levels were re-designed so as to slow the players down because they WEREN'T thinking. (The 'look up' moment).Mr. Bubbles said:Creative problem solving was what made Portal, for example, fun to me. I can't see the problem with adding things to do and ways to do them, even if they are ultimately pointless. The pointless stuff is usually what I remember the longest anyway.
Portal is minimalist by video-game standards. In their commentary, the devs talk about trying very hard to streamline and de-clutter the game. Very little in that game is there "just because." All the "creative problem solving" is really the result of just a few different elements interacting. (And, let's be honest here: most of the game is carefully set up to guide you towards a solution.)Mr. Bubbles said:Or add to the amount of possible ways to get from point A to B. Creative problem solving was what made Portal, for example, fun to me. I can't see the problem with adding things to do and ways to do them, even if they are ultimately pointless. The pointless stuff is usually what I remember the longest anyway.
He needs not worry, we've got Peter Molyneux for that!Malygris said:"The next level will be when we start improving the backgrounds, the things you don't instantly see but enhance the experience," he continued. "For example, there are leaves in the background and when you water them they grow. Instead of the backgrounds being pre-programmed, they actually respond to what a player does."