I’m going to be out of town over the weekend for a friend’s wedding, so the next few posts will be on the short side (not like I’ve been writing any novels lately).
I had two dreams about tsunamis (twonamis?) last night. Probably means something significant about my life, but it got me thinking about environmental effects in SRPG. Specifically, how changing weather or extreme events might fit into the context of the challenge types I recently laid out…and how the player might use those elements to overcome obstacles.
Water levels are the most obvious example; the Myst games in particular have always been fond of giving the player a way to raise or lower volumes of water to gain access to places or objects.
Air is another fun one. The Talos Principle used fans in various puzzles to launch the player, prevent access to certain paths, or propel/lift objects.