The original post: /r/gaming by /u/GlowyStuffs on 2025-02-22 00:37:50.

I saw a video recently comparing Avowed to Oblivion. Aside from NPC interactions, the main thing that stuck out to me was how Oblivion would allow you to pick up most things and even attack items, causing them to be pushed around, get knocked off the table, and they would stay where they were moved. Forever. Same if you shot an arrow into something. That arrow would have physics and fall with gravity based on how it was drawn back, etc, and that arrow would land in the world, staying where it was shot until you maybe pick it up.

Now Avowed probably doesn’t have ammo, so that can be handwaved I guess. But it makes me wonder why so many games don’t seem to try and apply interaction physics with their items like in Skyrim and Oblivion. I’d imagine it would be a matter of each item having an physics class built out and applied to all items with a weight parameter. I’d also think that would maybe be someone common or maybe even easyish to do with Unreal engine, though I have no idea.

Any idea why they don’t often invest any time in it?