Real world VS the game conventions we’re used to
Way too often, we, the veteran players, don’t even notice anymore when games do weird and un-natural things: we’ve gotten used to them over the years. We’ve come to accept them and they’re like a blind spot in our minds. Weird stuff, environment behaving strangely, invisible barriers, hundreds of enemies… which are all clones of eachother, all without any character, things that should burn that don’t or fire isn’t really doing anything to them except darken them a bit… it all started because of strong technical limitations. But the problem comes when we stop thinking about them at all, not even desiring them… so it’s refreshing seeing a developer taking a step back and re-evaluating such game concepts. Sure, we might be 50 years away from realistic realtime water simulations, or materials with true and complex molecular simulations (I dream of getting to live to play the game in which I’ll actually damage a building so much until it crashes not because of shooting but because of architectural/gravity/support reasons)… but it’s nice to see they’re thinking about things like sticky, interactions… oh, and in the second video I actually saw shelves crashing after burning and it seems to me like the table actually broke where it was shot… I wasn’t expecting such inovation from a Alone in the Dark game… i’m impressed!