New post! http://www.gaslampgames.com/2012/11/15/its-an-odd-world-after-all/
Game terrain is one of those things that can really interfere with enjoyability, I think. I like to play a lot of builder/sim type games - Pharaoh, Sim City, Tropico, Anno 1701, those types of games, and I think the interaction of game assets and terrain is something that should be given thought. Some (mostly earlier) games avoid the issue by having flat terrain, like Pharaoh - you can't build on hills, as there really aren't any. Others, like Tropico 3, require a flat spot for the building. (Which does & doesn't make sense - look at the ranches; why can't the fences go up & down hills?) As a matter of fact, I remember spending hours on one Tropico island doing nothing but placing & deleting large buildings simply to flatten out terrain for my planned city. Hours. It was not much fun. So please, if possible, make it so buildings can actually adapt to a bit of terrain variation.
I have had thoughts, idle pondering really, about the type of interactive system that Daniel talks about, and I'm interested in how you guys will continue with it, and how it will work out. One of the problems of games (especially mmo's) is that the game world is not dynamic or natural - assets are placed because someone made the decision to place them, not because there is any rule set specifying where they should be. Although if the system could be built as I envision it, it would be usable for science, schools, and about any kind of dynamic game sim around... Instead of the simple 3x3 matrix, imagine multi-layered databases, pulling data from the ones 'above' to create more detail. For example, at a 'top' level, you could define the sun's attributes - energy output, visible spectrum, etc. Another layer for atmospheric data, for air pressure & gas mix. Yet another for weather modelling. And below those, a 'world grid', where every 'square' has an x,y,z co-ordinate. Mixing all of those with a defined sea level, you could find the altitude, pressure, humidity, temperature and solar exposure of every spot in the world. If you added a plant database which defined the min/desired/max range for all of those attributes, then plants would only be spawned in the places they would actually grow - even if the variables were changed. This kind of system would be a huge undertaking all in itself.
But imagine the fun if you could run simulations, say, of the Cretaceous–Tertiary extinction event in a game environment at high speed. Higher atmospheric albedo reflecting more solar energy, lowering the overall temperature. Plants dying off, causing herbivores to die off, causing carnivores to die off. Plant populations changing in response to changing local conditions... fun. But a pain to actually make, I'm sure.
Daniel mentioned a grid, for humidity, water level, soil moisture & soil quality, which leaves a lot of room (I hope) for positive and negative effects of resource management & technology. Mining operations leave unsightly slag, which also lowers the soil quality. Excess irrigation or use for drinking lowers the overall soil moisture, in overpopulated areas where that is limited. (Like watering lawns in Las Vegas.) Slash & burn agriculture, crop rotation, fertilizer, Cthonic artifacts... so many things that could, ah, 'tweak' nature.