Ignore all other forumns related to this, I didn't like the way I said anything so I'm reworking this, sorry for the inconvience:

Why is that practically all RTS's known to man are outdoor related, yet FPS's and RPG's have no problem locking you in a dungeon with the biggest nuke known to man strapped to the back of your chest?

Based off of environment: I would like it if you would list your theories you've discovered in your games (predating or otherwise), and/or the theories you've found in games you've played. Second, based on a theory (or lack of) list the do's and don'ts of a game(s) you know to be true; or something you decided was done in the game that was really dumn.
I.E. How creative was Zelda's Ocarina of Time when you visited the mountains to help out the native people and at the end of the "level" their boss was inside a giant donut shaped corridor where you successfully rolled around in a circle (not even a big circle) until you bashed the boss in this tiny environment and killed him.

I'll offer the first theory to start it off, environments in RTS's (such as that made in Age of Empires) are loved by users and developers alike to not be limited by a closed in environment like you see in FPS's...
NOTE: don't get me wrong FPS's go all over the place in most cases now-a-days
...people love when they are thinking on the counter strategy (in RTS's) to be able to use those without conflict with the environment, plus less face it we would rather say "wow what amazing looking scenery in that lake and grass" rather than, "wow look at that shiny metal and fuzzy carpet", also when we are in the mentality of FPS's and RPG's are main goal is to kill the enemy by all means possible so since we are in the "KILL" mentality as long as that explosion looks really cool on that last combo we finished we are generally satisfied rather well.
In short my theory is the genre and concept of the game sets the feel and expectancies of the game inside, so anything that would interfere with what we expect will conflict with the player and result in a bad game.


A clever person solves a problem.
A wise person avoids it.
--Einstein

Currently Codeing: Free Lite-C