UPDATE: Check out RED FACTION: GUERILLA - some cool distruction multiplayer action... destructive environments. However, in this game, everything can explode (which is awesome) but it should be designed a bit more so that the elements you can distroy can still lead to balanced, gameplay(below from 08/06/09)
(ideally, multiplayer/deathmatch/CTF stuff, but could work for campaigns as well.)
Basically the idea came from thinking about how to balance a character with a flame thrower, who was pretty weak compared to some of the other characters in the game. range issues, speed etc. The main idea is that, what if the guy could light parts of the level on fire? Let something burn to the point where it can either remain burning for the entire session (damaging players who walk through) - or even to the point where it could destroy pathways. For instance, if there was a bridge that most players use to get to a specific area, weapon, or sniping point. The "pyro" guy goes and lights it up, and eventually, it would burn down. This would totally change the way the map is played from this point forward.
So, the theory is about exploring how we as players interact with more aspects of the game itself, thus allowing more possibilities. In most cases our involvement is with the players and the predetermined (and meticulously designed) maps. The element that keeps us coming back for more is, how will these players find and exploit strategies based on where people usually go to on the map (especially in CTF scenarios). But if we can give this area of the design more depth, the games would benefit from it greatly. Imagine the situation where a demo guy could dig a whole through a wall, to connect two rooms, or other underground passage way - mechanics who could rebuild or repair - pyros affecting only wooden objects, etc. Thinking about the character creation more balanced between weapon and skill, as opposed to weapon and weaker weapon that games tend to gravitate toward.
It would really start to evolve the way we'd look at these types of game play scenarios, and hopefully give a somewhat tired genre some new life. Granted it seems like a huge task... dynamic environments, but hey, here's hopin'.








