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HoloDust said:
curl-6 said:

It has technological limits due to having to run on the Wii U's CPU, yes.

But let's take the scenario I described; you could fire a bomb arrow during a fight and not only damage an enemy, but set the grass around them on fire thus igniting and degrading their wooden weapons, and causing an apple tree to topple and kill one baddie, and for the apples to roll into the grass fire (which spreads with the strength and direction of the wind) and become roasted apples, then to use the updraft generated as the fire spreads to get airborne and rain more arrows down on the remaining foes. This isn't a scripted sequence, its the dynamic result of the game's various systems interacting.

In the conversation you're joining, this was compared to using a specific power at a predetermined point in Okami to produce a canned reaction, much like bombing a cracked wall in Ocarina of Time. I know you're not a fan of BOTW, and that's totally fine, but surely you can see the two aren't remotely comparable.

It's definitely not scripted sequnce - it's dynamic result of set of mostly scripted "physics" systems. It's better than nothing, of course, but it's not anywhere near consistent and all encompassing physics system.

I think I made this remark in some post, most likely replying to you as well - it's not just CPU limitations, for such approach to physics there needs to be quite different approach to game design from the very beginning.

It's about as encompassing and complex as it possibly can be within the boundaries of its platform, and frankly I see no other games out there doing anything quite like it.

Again though, about the context of the discussion you're quoting; the other side is claiming completely predetermined interactions in Okami akin to bombing a cracked wall in the old Zelda games are comparable; I know you know enough about games to understand that's rubbish.