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Rich Stanton on: Other worlds and the inner eye

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  • Rich Stanton on: Other worlds and the inner eye

    We have a certain imaginative sympathy with worlds we are invested in, and elevate them with subconscious complicity. Or to put it another way - the better the game, the more likely we are to give it a pass on below-par elements. No great revelation.
    But where does that investment come from, and can it be designed for? I would argue that the prime factor behind it is a deeply interactive foundation. A specific example got me thinking on these lines. Monster Hunter 4 Ultimate, an absolute belter by the way, introduces the series first of destructible environments. I wasn't aware of this until, while standing on a bridge, a Rathian smashed through it and I pancaked from 50 feet. I was open-mouthed at this, stunned and thrilled in equal measure by this new factor in hunts.
    As I got used to the collapsing bits of scenery, the basic animations and effects came to seem quite amusing - this is not physics-enabled destruction with pieces flying everywhere. The object will shake through a short animation cycle a few times, then 'collapse' into the ground in a giant puff of debris. It is not, by any objective marker, an amazing video game effect in a visual sense.
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