Fire surfaces do not change a story, the story existed regardless on if I can throw fire on the ground or not.
The world not being massive enough in a video game to represent real distances is not something new and through careful generation of "scripted spaces" you can make a small place "feel" big (actually sat in on a class about this talking about how Vegas uses long winding paths and limited sight lines to make tourists stay longer and lose track of time as they guide them through gambling lobbies before they can get to food or hotel rooms in order to control behavior of the people and manipulate them).
Fast travel is a quality of life addition that many games use now because rewalking through dead space that has already been explored becomes tedious to the average gamer (some people like that, but good game design recycles as little content as possible in order to keep the player engaged. If content is recycled it has to be done with a purpose, otherwise you are synthetically lengthening the player experience and possibly causing tedium).
Jumping, throwing and carrying heavy objects are "fun" mechanics introduced to make the world more interactable so it feels less static. Depending on your strict aderance to "reality" and "video game" you may be able to have a suspension of belief and just enjoy it, or you can be the guy in the movie theater going "THAT ISN"T REAL! No way do cars work that way, or guns can't shoot that much, or you can't get down a stairwell before a bomb goes off that fast!"
Basically, because video gaming in general has introduced too many new mechanics, it is adverse to your concept of how a game should be played.
It's like kids playing tag, but now they are playing with light sensor guns and it is called lazer tag, but you are just sitting there thinking "that isn't tag, real tag you have to run up and touch the person, you can't just tag them out from a distance like that, it isn't fun and it isn't fair".
I have actually seen feedback on here asking for the old user interface back because they thought it was easier to read and they liked the aesthetic. I feel like interfaces from back in the day were so bulky and hard to use, but some people learn to like a thing and they want to stick to it no matter what.
Random real life story. I had to hunt down computer equipment that was sent for destruction so that it could be removed from an inventory. Doing so, I had to go to an old government employee who had been in the military for 20+ years and then continued to work as a civilian for another 20+ years. This man had a whole room of filing cabinets dating back 10 years of all the inventory items that were sent for destruction. I asked if he had these logged on a softcopy database or spreadsheet or something that can be easily searched through.
He said that he didn't believe in computers because the data could be lost and the best way to keep files is with folders and drawers....so there I was, opening dusty old manila folders and reading hand written inventory stubs for a few weeks looking for this lost computer.
Is his way better? NO! But it was better for him, because he was too unfamiliar with technology that it would take too long for him to use any other system. He couldn't adapt to the current standards.
Last edited by CMF; 28/10/20 05:36 AM.