Played through STALKER:SoC and CoP again and what stuck out this time was how much empty space there can be to explore, and how it helped add to the game experience. It got me thinking about how in many games, there can be different amounts of "empty space" which serve no purpose but to add to the ambiance.
An empty building you can explore but doesn't have anything in it of value.
Now, at the same time, there are some games which let you "look but not touch". There are restrictive elements which have you in the back of your mind going "why can't I go there?". Sometimes this is manifest by invisible walls, or closed doors we can't open.
How much freedom to explore, and how much empty space does it take, for you to feel immersed in an environment? Does it impact you at all? Is there a game which is better at this than another?
Just curious as to know where others are at. ^_^
An empty building you can explore but doesn't have anything in it of value.
Now, at the same time, there are some games which let you "look but not touch". There are restrictive elements which have you in the back of your mind going "why can't I go there?". Sometimes this is manifest by invisible walls, or closed doors we can't open.
How much freedom to explore, and how much empty space does it take, for you to feel immersed in an environment? Does it impact you at all? Is there a game which is better at this than another?
Just curious as to know where others are at. ^_^