Chris Avellone said:
In the old days, we would hesitate before saying things like "Oh we can't burn down that town" or like "We can't erect a new town here" "We can't have a new settlement form up from all the people you help because, you know, that's gonna, you know, cause too much disruptions in the, in the terrain and we can't switch out huge swathes of territory like that and you can't y'know mix and match" but now suddenly that question is a little bit more of a question where we're like "oh we could do that and here's how we could do it but the hardware's allowing us to do it" so I think it's going to allow for some more dramatic visual changes in the environment which I think are great because that's one of the easiest ways to show the impact of your actions as long as it feels scripted like we go like "oh I know that that happened only because I did this and there was another way to do it that wouldn't have caused this but I'm-I'm seeing the effects in the world and I think the the new generation of hardware world will allow us more opportunities like that and I'm kind of excited about that.
Chris Avellone, you poor bastard. That shit was always very doable, and even easier to do when your RPG was like a text adventure. Your problems were never hardware related. You just had bad programmers who were in the habit of saying "oh we can't do that" whenever someone suggests anything that sounds particularly ambitious even if it could be as easy as spawning a few dozen assets (palisade, gate, tents, campfire, cooking utensils, cabin), NPCs, and triggers into terrain coordinates. You had people who lack vision and reflexively assume that if people aren't already doing it, it must be too hard to do. Or that if you do something new, you must reinvent the wheel as part of that process and redo
everything from the ground up. If anything newer hardware makes these things a bit
more difficult because all the assets are more complicated now.
Tbh, some people have a hard time envisioning anything other than static worldstates and view dynamic changes to the world as a demand to develop and swap between multiple static levels until you cover all event cases rather than... actually changing the worldstate and using scripting logic to add/change/relocate/remove assets based on what the players do. Usually, those people are just bad developers, and mediocre at best.