This is just a little chat regarding why games are built the way they are -- according to the little guy from the flatlands.
I always wondered why
all the pro games whether they be on the PC or a gamebox uses levels. Now that I've started dev work on games, it appears to have always been a technical (resource) problem which was turned into a positive solution. One could not create a huge playing area without sacrificing resources and speed. Therefore the solution was to break it up into many smaller segments or what has become known as levels. Also, if you notice, the earlier games were not not as complex and were limited in the amount of "entities" within each level as compared to the more current games. However, the game devs of commercial games will take it to the max without breaking open the envelope.
My conclusion is to just not put FPSC over the max. Be content with what it can do. Have many levels of varying degrees and complexity (what you don't have in one level then have in another). I've seen this said somewhere else. If the game has a good story-line and keeps the individuals interest level up, then what one would think of as being too simplistic doesn't matter at all.
Just some chat fodder and, of course, these are my own thoughts and conclusions.
As opposed to Highlander.