scooby_dooby said:
Physics are by their very nature subtle. Walk outside right now, and tell me how many examples of physics you actually see.
Games are not the same as real life though, if they were they'd be pretty damn boring mostly.
So, I don't see explosion and rolling logs when I go outside, but neither do I see gunmen, soldiers shooting aliens, six legged monsters, cars crashing and plummeting meters into air... but I do see people playing ball, cars leaning into corners, people slipping in the icy roads and falling, a gust of wind throwing a mans hat off... there's not much exciting things happening in real life, it all
is subtle, that's true.
I really don't know what I am arguing any more, so I'm sorry, I think you're right and I might have read a bit too much between the lines in what you wrote.
But to me you just seemed to forget that what works in real life might be a bit too subtle in games, and that it's doesn't necessarily have to be just the same old rolling logs and explosions, if you want to "show off" with physics in games.
You seemed too quick to downplay flashy physics effects, as if they're a bad thing to have in games that mostly are "flashy" by their nature, and need to have those moments.
Those effects that I understand you mean by "subtle" do have their place in the background of even more action oriented games, and especially in adventure games, but I don't think it's even reasonable to expect developers to prioritize the still limited resources to such things that maybe could be done convincely enough by simpler means, and you know it I think...
I too hope physics will be used more creatively, but I also hope it won't be "wasted" on effects that can be done in other means, and affects that would only be appreciated by those who know "they were done with physics simulation".