That's impossible because different games have different demands. Magic Carpet had deformable terrain beause that's all it had. the complexity of full deformation in something like Uncharted would render the visuals impossible. You can't bake gorgeous lighting into scenery and have that scenery destroyable. You can't have deep worlds that are fully deformable without massive memory consumption and very different game engines to one streaming known parts.
In an ideal case you'd be able to combine all aspects together, and when we have virtually unlimited processing power that'll happen. Until then there's be lots of compromises, and in lots of games priorities will not favour interactivity because they aren't core to the experience. eg. Full dynamic skeleton simulation may work in Backbreaker, but it'd be lousy for a very tight fighter which needs to forego realism for gameplay.
function said:
Oh god no. 100,000 times no. Plus infinity 'no's.
Not only would that demand power, memory, development time be taken away from game specific ideas (and in a humongously staggeringly large way) it would prevent certain types of gameplay and level/map balance even being possible. It would be a creative disaster.
And I really wish some screen space effects would go away. And die.
Granted, you can't have everything all it once in every game.
But how about this: Is there a (good) reason that every open-world game doesn't have Natural Motion when
every game Rockstar does these days since gta4 uses it?
How about RPG's lacking the interactivity presented in the first gen title Oblivian?
The destructibility of Red Faction obviously brings difficulty to game level design (and breaks all those pretty prebaked bullshit lighting effects, hi weak hardware), but there are ways to design around this aside from forcing every gamer into the designers rat maze by indestructible wood fences.
Obviously some game types are more on the fantasy side and certain levels of realism aren't necessary or even desirable, but there are many more that are based in reality and many of the in-game animation/physics kill that immersion far more than their "low resolution", "poor lighting", or "crappy textures".
The fact that some game companies DO get it (Bethesda, Rockstar) enough to include these standard feature sets for all their games, not just a single one off title, tells me they are interested in holding themselves to a standard and are interested in pushing the medium forward.
And on deformable terrain: Not every game is needing to cast a spell to create a volcano ... Obviously.
However, if tessellation is to be used as a standard on terrain nextgen, then implementing "blast craters" as the ground is affected by hi impact events, would be relatively easy. Altering the "texture" to affect the tessellation of the affected region and viola, your gameworld no longer seems like a stale and static game from yesteryear and can now join the ranks of Magic Carpet from 1994.
As to full physics skeletal mapping in a fighter ... yeah SF4 wouldn't work so well with that, but a boxing game without it really kills the experience. It's why Fight Night3 looked great, but as soon as the game got going in motion, the immersion fell apart.
Proper reaction of the player in the game world and the game world around the player is something to strive for and when methods are found, they should be embraced, not shunned.