Originally posted by Ace
I could retort that all other engines are rejected solely on the lack of Geo-Mod.
You could, but that would require thinking that geo-mod was anything more than a gimmick.
Real-time geometry modification will certainly get technically more advanced in the future, but it will NEVER EVER lead to "blow a hole in whatever and go wherever you want" type gameplay. There are two very simple and unassailable reasons for this:
1. Limited developer resources. It's tough enough to come up with all the architecture that the player is guaranteed to see, and still come in on schedule and under budget. Building vast sections that the player might
never see is unthinkable.
2. Gameplay flow. An FPS is a controlled experience. Giving the player the freedom to blast anywhere is a guarantee to break arranged ambushes, scripted sequences, plot progression, etc.
So what's it good for? Eh... knocking shallow chunks in things (in which case it's just a 3D scorch mark), and allowing access to designated secret areas or shortcuts (which has been done for years with destructable wall segments).
Dynamic lightmaps, on the other hand, are a simple yet incredibly powerful mood-building tool. Look at System Shock 2... you can hardly walk a dozen steps in any direction without encountering a flickering or flashing light, and they contribute hugely to the game's atmosphere. As far as I'm concerned, dynamic lightmaps are right up there with stereo sound as bare-minimum engine features these days (and by "these days" I mean "since the release of Doom").