You're absolutely right Mike, the idea is very ambitious and it's extremely easy to let concepts and visions reach far enough to the point where they are no longer realistically achievable or profitable at the current time. I can't let the ambition and pride get to my head too much, because then nothing would ever get done. I love to come up with level designs, mechanics, and concepts, but I absolutely have to have people around me that keep it down to earth and realistic.
The way I've always seen design and the development process is that when you're at the very beginning sitting with your team mates conceptualizing what you want to accomplish with a project, it's the best and only time really where you can "reach for the stars". The rest of the cycle is spent implementing, testing, evolving, and figuring out how much or your original dream you really need to make the game you want to make.
The team could reach for the stars, inevitably miss (which is natural and okay), and start scaling back to figure out what they can do with the ideas they have. As opposed to not dreaming big enough, and not having anything to cut, or scale back. I have no idea how successful that plan would be and if it would amount to better games, but I think it's possible it could. I'm young, inexperienced, naive, and I have plenty of time to learn and be proven wrong, so I'll be willing to adapt. As long as were making the best games we possibly can, challenge our boundaries, make games we want to play, are proud of, and don't make excuses for, I'd be as flexible as I could.
A huge problem with the ideas I was presenting is that there's so many options for alternative thinking, how will you teach the player these possibilities exist? If you were in the military attending survival trainings it would take months to expose a candidate to various situations, show them possibilities, and let them evolve over time with their decision making. You don't have months to teach a player anything in a game lol. I saw that Portal 2 was your GOTY winner and one of the things I was so inspired by in Portal 2 was the pacing and learning curve they ended up with. I kept learning throughout the whole game, never felt like I was in a rudimentary learning section ( learning to crouch, jump, etc) but the way the game taught me to play was so natural. Mechanics kept getting added but it was never unnecessary or boring. When I was introduced to a new environment I never felt I couldn't accomplish a task, but I was challenged and required to use my brain in fun ways. Such a beautiful design, I'm going to spend quite a while studying that game and its design much like I study all of Valve's other works.
I absolutely appreciate your constructive criticism, observations, and conclusions Mike. In fact I need them. A level designer will never get better if they begin to think they've learned everything they need. This is perfectly true in my case because I'm barely beginning this whole process. I don't even have a degree or experience in the field yet. One of the reasons I love to hang out around here and be part of this great community is because the staff and community here are smart passionate gamers, and I like to learn from conversations everybody has with me and with others. I get to learn about the industry, gaming history, and I get opportunities to subtly study why people care about their games, what they want from games, why this art form matters to us all etc. I love hearing people dissect level designs and mechanics they like and don't like and why. Even with great little conversations like this, all this data will pile straight into my brain, I'll think about it all, and over time it might evolve my understanding of design in some small or great ways.
I agree when you said you're not sure if these kinds of concepts and designs would be possible in our current industry with our current tech, I don't think they could be fully achieved either but that might not always be the case. I've always had a hard time of coming up with concepts that fit a current generation, but maybe in several years once I have the education and field experience I need, the tech might start showing the power to do what we dream of it doing. It might be optimism to the point of being unrealistic, but I'm hoping that these more ambitious designs won't be far-fetched for ever.