
I've always found it odd that in abandoned, lost, or sealed crypts, caves, temples, and ruins there seems to always be still-lit torches, sconces and braziers all over the place. I know from a game design perspective, they're there to guide and light the area properly and add a degree of atmosphere. But the fact they're all "ever burning" makes no real sense, when you think about it for a few moments.
If Tilo had a method to light those, kind of like what you had to do in the newer Tomb Raider, I think it would both add a level of immersion and realism that would be kool to see (plus fun lighting effects) but also could be an intuitive method to discourage players from hitting certain dungeons and darkened areas until they get their hands on said light source.
for instance...
in the beginning you are able to enter the Drippy Cave because it is dark, but various cracks and holes in the walls/ceiling offer enough ambient light to navigate it.
you next come to a semi-fallen castle tower and again, can navigate it's crumbling walls because enough sunlight manages to break in wherever you go.
You come to a sunken cave deep in the woods, and after a few steps, it is too dark to see. In this instance, a makeshift torch would work, as if you move at a decent pace you could navigate the small cave with 1-2 torches before needing to light another. Torchlight is useful, but only in areas where combat is not necessary, as it occupies one hand. Later if you come across a lantern, you could hang it and fight properly.
coming to a old mine, it is apparent simple torches will not fit the bill, but you see old torches on the walls. At this point you are stuck until you come across a method to light those torches (they hang too high to reach and grab). in questing, you later discover a small magic ring of fire, which is able to cast a small focused heat spray a few feet from Tilo. In a fight it is not very effective (getting close enough to use it often risks bodily harm) but in cases like this mine, it means that extra reach to light the torches as you proceed.
Later you discover an old temple, where braziers sit on high chandeliers and even higher walls. The torch, lantern, or ring are not enough to light these massive halls, and enemies lurk both on foot and perched high in the rafters. At this point you would need to have acquired a bow and fashioned fire arrows. Using the ring to quickly light them, you can easily shoot and light the far off sconces and braziers and proceed through the area.
The use of fire in these ways offers a more natural way to guide the player to do certain dungeons first, without forcing them via some text message " you cannot go here yet" .
At the same time, it means not seeing those ever burning torches and sconces everywhere.. on an island that is mostly uninhabited by those that would need them... You would have to have a way to "see" the next light source, likely placed at the edge of the previous one's glow, or possibly highlighted by a shaft of sunlight peaking through or having a faint glow. Lighting them could be varied too via nearby dried vines and brambles, gas pockets, or old bottles of wine/liquor that catch fire upon breaking/hitting them.
Implementing this could be hard, depending on if there is already animation for a starting fire (it could just fade into being upon being lit) and scripting " if ring <a> or projectile class <f> cross z,y,x, axis, then light = true" is always an issue.
But that is what I would like to see. Does anyone else have a preference or an idea about lighting in games? where was it done well? where was it problematic?