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I don‘t disagree there. Especially for the technical side of things. Though they are mostly "invisible" and interfere little with concrete Game Logic.I don't think anyone is saying anything of that sort. Of course, you can make a huge amount of differing experiences with the same engine. However, these games being on the same engine will make it easier to implement better quality technology into any game. Meaning it will be a lot easier to just drag and drop any system from TotK into any game.
For example, Super Mario Wonder has absolutely amazing sound effects, from proximity based music, to music connected to characters, to interactive soundtracks, to really impressive reverb based on area. I would not be surprised if they took TotK's sound system, and just plopped it in there, and made some tweaks to have it suit Mario wonder.
I don‘t think it would be necessarily true for your example. From what I read in that IGN article the systems for sound implemented in TOTK are very specifically tailored for it being a heavy physics based Open World Game.
Super Mario Wonder on the other hand delivers a more controlled experience, so they just don‘t need such an extensive system I imagine. I mean environment sounds and adaptive music could be directly tied to manually placed markers within the level, you would have no use for the crazy voxel based system from Zelda for that. It‘s not like you are moving through a wide open 3D space.