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curl-6 said:
HoloDust said:

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.

I don't think it's really all about boundaries of the platform - for example, there's absolutely no reason why you shouldn't be able to chop, set on fire or bomb Bokoblin wooden towers (or any wooden fence while we're at it), yet you can't, and that is design desicion (one of many that makes BotW mechanisms inconsistent).

But, I do agree that set scripted sequences are not comparable to BotW, no matter how much latter has very selective and very often scripted approach to physics.