Really intersting, thanks!
Now i understand how John Linneman came to this speculation, and i regret my attempt of correction.
Personally i don't like when things in games are not persistent. E.g. killing an enemy, then need to track back, and enemy just respawns.
But we can't make everything persistent, which means we have to decide in advance what matters and what not. That's bad in case players figure out unexpected ways to make meaningless things matter.
It also limits things like destruction. Even if we can make it work players could destroy whole buildings, we likely have to revert them to the initial state if the player gets distant enough. Pretty bad too, in case he comes back.
Now that games are installed on writable storage, we could lift those limits. But then we have to deal with growing storage space and hard drives eventually getting full.
Seems not worth the trouble for the games we have right now. But that's certainly an interesting option which has not yet been explored.
I have always really liked this because you can place objects that interact with game NPCs. There are gameplay implications for stealth players in particular. You can bump objects on the ground making a noise, alerting enemies. And you can play objects on the ground which make a noise when enemies bump into them.
It just makes the whole world feel more real.
Personally i have noticed this effect the strongest in the horror games form Frictional Games. It increased my immersion to no end, way beyond to what realistic graphics could do.
This had some unintended effects on me: I tried to be creative.
For example, there was a locked door. I could nudge it a little bit, and i really wanted to get in. So i took some plank of wood and tried to stick it in, to use it as a lever to pry it open.
It took me half an hour to get the prank in place, so i could apply force as intended. It should have worked. But it didn't. And after finishing the game, i found the door was meant to stay locked. It never opens, and there's nothing behind it.
Another time, i had to cross some ravine, by jumping from one column of rock to the next. I came to a room with dynamite inside that i needed elsewhere. With a text log, saying i should be careful. Shaking the dynamite would blow it up.
I thought: Ofc! I know what to do! And i tracked back, searching for planks of wood, and i used them to build a bridge over the ravine. So i don't have to jump with the dynamite in my hands when crossing it later.
I felt super smart. But again, later i found out the bridge is not needed. The dynamite did not explode even if i jumped with it over the ravine.
Although there was no reward for my creativity on problem solving, those moments remain the most memorizable from the whole game, if not from all games i've ever played.
It didn't work, but the option and the attempt alone was enough to increase the value of the game.
So if i get back at making a game, i want such options to emerge from the simulation, and ideally at least some of them should work out.
That's what i hope to get from the 'reality simulation' vs. the much more common 'smoke and mirrors' approach. I want emerging options, spurring imagination, and creative individual gameplay.
That's also why i feel related to Bethesdas games. They have a similar vision, and i like that.
But because it does not really work for me, i conclude what we want is not always what makes us happy. And it's difficult to figure out what's wrong, missing, or just too much.