I've played open world games like the Witcher 3, or Assassin's Creed Odissey; and damn they're impressive games. Assassin's creed in particular was really amazing, you could wander through ancient Greece and just enjoy the sights, visit the cities.
With the kind of things demoed here it will be even more amazing.
But the games feel somehow lifeless, as if you're the only one really living in there. Sure there are some NPCs, but they are all reactive, not active. You can roam the countryside for a while and come back to civilization, nothing will have changed, except maybe the town will be governed by blue instead of red.
There's some premises, on Odissey, you have some patrols for both sides moving around, and if they encounter each other they start fighting. But that's small scale, and partly scripted at that, there will always be the same patrols going through the same paths.
What's missing is that you cannot walk on a battle in progress unless it is in the story. You won't see a city patching up its walls after a siege, merchants running a real economy, people going on with their lives in general. But meaningfully, not just walking around the town and going back to their house at night.
I assume it's really difficult though. First technically, it's a lot of CPU power. And a lot of work to create AI that meaningfully impact the world.
Then it's how to design a game in a world you cannot really predict. It could be purely open box, a la mount and blade, but I think it could be more, with an underlying story line that would adapt to the changing world.
Of course you don't need to do everything at once. In this case, simply having the 2 armies stateful (e.g. a set number of troops with some replenishments, but not always the same soldiers in the places), with troops moving across the countryside, and 2 AIs vying for power across the land would be fantastic
even that skyrim patch that lets you invest and makes shop owners have more money was still only influenced by you and you alone
If you can punch holes in any wall, then the designers suddenly have an infinite cases to handle. It could still cause problems with open world games.
I'm with you btw, 100% destructible world is my childhood dream for games.
I went through a phase where I wanted things sharper and sharper to showcase technical ability (mostly in consumer grade video and photography), but then once THAT was ubiquitous I found myself focusing on deteriorating the quality for its uniqueness and allure. Forcing the viewer to find focal points themselves and increasing interest.
I feel like gamers don't really have an opinion one way or the other, but have been told not to like blur? I'm not really sure I just haven't seen the arguments and have gone full circle on the meme myself. At the end of the day I enjoy it.