Wyrdness said:
All i see is a poor argument that attempts to nitpick. - Trees give a certain resource the player could require at any time so making them not burn is obviously for player convenience. BOTW is a physics based game it's has physics implemented in its design for players to play around with want to know how hard you're trying to reach with this argument it's the one game with the most interaction with physics and open world to the point your argument hinges on not comparing it to another game but to real world physics, a game that is sci-fi fantasy and the complaint is well in the real world blah blah that flat out says it all, do you complain that in Star Wars the Force defies real world law as well? No Bethesda simply utilized a system that was more practical not that debacle. |
That is not nitpicking, and all you're doing is trying to dodge my arguments.
- Who gives a fuck if trees are resource? If you want physics based game, you can't protect at random certain objects just because it's convenient.
- Oh, why is lightning not supposed to behave like that? Is it perhaps..."magical"?
- Yeah, real point there. Again one of the cases of special objects being protected from physics, cause someone designing it didn't think it through well enough.
- If you going to have Magnesis defying action-reaction, then it should defy it always. You shouldn't need to have object in between for it to work - that's just piss poor implementation.
If you building a game that has physics in it, you better pay attention to inconsistencies in that very same physics - and BotW is full of it. Otherwise, all I'm hearing is lalala, but it's fun.
Later changes to TES games has nothing to do with practicality, they changed them cause mass market couldn't be hassled with core RPG mechanisms...and Bethesda needs to sell shitload of copies to little Johny CoD. Process usually referred to as dumbing down.