There are ways around everything, if you are clever enough.
As was mentioned before, you can always get around some of the challenges brought by including destructible environments.
I just want to see a developer take more aggressive steps to using DE. A lot of what we've seen has been nothing more than breakable objects place in a static environment. The cover you can take in games like Drakes Fortune, the walls you can shoot through in COD4, the light poles in Warhawk. All are individual objects to increase an illusion. Now I know that games will probably never be 100% DE, but they don't have to be. As long as it's within reason, I'll be happy.
For example: If an object is of extreme significance to the game, you could have it locked up in a type of bomb shelter. Something that's built to take a massive impact and looks like it should. That makes sense. A simple wooden door getting hit by a grenade and still standing with nothing but a black mark on it is not realistic. Isn't the ultimate point of FPS's to achieve some form of realism?
Pain is definitely an example of excellent level design where things should be going. It looks so simple, but when you start experimenting and playing around, you can do SO many things. It has a lot of Destructible Objects (A LOT), but you still can't touch the walls of a building or roof tops. Think of how much more interesting that game could be if you smashed through the roof of a building to see a dude sitting on his couch watching TV.
Red Faction was such an under-rated game. It was years ahead of its time and didn't get as much recognition as it deserved. Digging tunnels on that game was just so much fun.
Oh, and AJ, thank you for telling me that. I really hadn't heard it
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