VXIII said:
I do appreciate the small details, for me they make the experience much more immersive.
The beauty of dynamic systems is that they make the world less predictable, the same location would feel different even if you visit it twice. The dynamic weather system is obviously not a necessity, but it is up to developers to make most of it. Otherwise it wouldn't be different than patterns except in theory.
Yes, in your example, having a pattern is necessary. The dynamic system can be enabled and disabled as the developer see fit (that would probably require a loading time though).
In FF XV dynamic weather system will have different impact on magic spells. Fire wouldn't set enemies on fire during the rain, lightning would have wider impact. The clothes of the characters would appear wet. All small details but I do appreciate them.
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Bolded is very interesting and sounds awesome. It doesn't exactly require the sort of dynamic weather effects you were describing before, such as the rain varying in intensity and being affected by wind direction, but I can see how being random would encourage the player to be prepared to fight in unpredictable circumstances. I don't think Xenoblade had a set 'pattern' for weather aside from day and night, it always seemed pretty random to me, but as far as I'm aware rain only affected which monsters could be found in the field and had no impact on the battle mechanics. Night and day affected battle mechanics, but they were predictable and in fact adjustable by the player.
Immersion is a weird thing for me, either I have never felt it while playing a game or I feel it and don't recognize it by that name. The word seems like it should include self-inserting as the player character, but I don't see people using it that way often.