LudensFromSpace said:
Well interactivity isn't hard to do when you don't care what it looks like. For instance you can climb anywhere in BOTW but it's just one animation that makes no sense and you're just climbing up a flat vertical surface like you're Spider-Man and it takes me right out of the game world. This applies to pretty much everything else like cutting down a tree and every tree falling down as an identical log. Point is it all looks super cheap like I'm playing a game from early 2000s. |
After ignoring the bolded statement that comes straight out of 2006, I respect your opinion, but I will say that I find that the more realistic graphics get, the more immersion-breaking the game gets. Name me the game that has several different climbing animations depending on the steepness and texture of the surface, or has realistic physics and progressive animations for the progress of cutting a tree (how deep the cut is in the bark with each axe swing, how realistic it falls and the leaves and branches swing, the character skinning the log to make it even for rolling, cutting the log down into equal pieces of firewood, and so on). Games on more powerful hardware have the same animation shortcuts that are just as video-gamey as BotW, because at the end of the day they are video games, not 1:1 life simulators.
I can name the game for you: Red Dead Redemption 2. The game that everyone complained tries to be too immersive, has too many systems, and has gone too crazy with the physics engine. The one that a lot of people wish it felt like they could just play the game for what they came for, not micro-manage all of these other little things in the name of realism and immersion. Things like waiting on a poker dealer properly deal all players their cards or the limited fast travel across such a humongous world are time-wasters that a lot of people don't want and would rather have immersion-breaking convenience.







