I mean almost no games had destructible environments etc. prior to Valve developing the engine for Half-Life 2 as basically a tech demo and then everyone jumping on it in the mid-00s
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The themepark vs sandbox tradeoff is a real tradeoff and even Yahtzee, who hates sandbox games because they rarely live up to their promise, admits that giving up on sandbox mechanics completely is giving up on the promise a game makes by being a game
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"When you put a mountain in a game and you give me controls to move around in the game you are making a promise I can climb that mountain If you put an invisible wall in front of that mountain so I can't, you've broken a promise Enough broken promises and I stop playing"
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You're missing my point. Elder Scrolls combat somehow manages to be neither satisfying as visceral close combat - the enemies still basically respond like animatronics - OR as RPG nonsense.
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Well yeah, it's the themepark vs sandbox tradeoff It's like how in an in-person D&D session you can stay on rails and allow the DM to use their copious notes and pre-written speech for the bad guy or go off the rails and force the DM to improv
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