In one of the portions of E3 there was mention of an example that if you keep killing bears in an area, and return later the population will be lower. A question arose that if this is the start of something for more unique means of making the world more immersive, would the opposite be true? If you leave the region alone, long enough would those numbers return to normal or perhaps if left alone in general, would there be a population boom? This question reminded me of a document I had for a college course for my first course in Game Dev/Design major in 2009(to which I'm going for my BA, but digression aside) I've seen the evolution of games to this point since.
My suggestion would be the creatures, monsters or enemies in general evolve. Literal evolution as while I don't figure people would be playing this for thousands of years, in game or in real life, the idea of the creatures evolving would be an interesting concept. Killing a dragon or dragons for example, the continual killing of them, or other creatures could invoke a forced evolution similar to what we see today in Elephants. Those elephants because of poaching for the tusks, are getting smaller tusks and now some have been born without tusks at all. Thus making them non desireable to poachers. This same idea can be done with enemies, enemies evolving to have tougher hides and greater resistances to magic and attack. At the simplest, this can be done by creating new instances of the enemies in the generation of those creatures, and the scaling of the defensive stats are increased, or even changed, as a sign of evolution. A more advanced means is model change, pallet changes, and so on.
Since we're heading into an era where open worlds, and dynamic world events and systems are becomming more common, this is the next step in adding to immersion, as well as other means including world changing, as Inquisition is having a consequence factor now, the world too can adapt and change to these choices. Villages saved may bring the ire of someone else, a village destroyed or abandoned would mean the player wouldn't be welcome unless they fix their errors and helped out. Other ideas if even possible is environments like the Fade, or dream worlds changed depending on the choices of the character, a holy character would have a more peaceful dream world instance, a neutral one would have one that varies to both good and evil, and an evil one would look very much like the more demonic aspects of the Fade for example, like a nightmarish realm.
These are only some ideas that have been in my head for games for over five years now, and since we're reaching a point in technology that my dream game is closer to a reality, I wanted to share these ideas, in that while my dream game may never be made, right now Inquisition is very much on the way to becomming pretty much what I want to see in my dream game. All the elements are coming together, and now we're close to an age where immersion can reach new heights.
Anyways I thought I would just give these few suggestions, and hope that if they're new they've been considered, if not then they'll be ahead of the curve of ideas for things to put into a game.





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