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번역 관련 문제 보고
NPCs and players do not interact with the environment utilizing the Physics system until they're "dead" (which means they're like a big box to the game with "weight", sliding across the fields, executing animations for you to see depending on the situation), which has them seamlessly change places with a different Object that would be the infamous ragdolls that have each rigged limb actually collide with stuff. In Euphoria, it assumes the players and NPCs are already ragdolls and does its magic 24/7, but the way how Source has just one object that turns into a ragdoll posed perfectly as the hitreg boxes when it was "killed" makes adding such an engine that changes interactivity so much like Euphoria does seem like a very complicated process, and dare I say even limiting because of how drastic and demanding of a change it is. Having a simple Engine that works and looks nice with decent optimization is good, interactivity is complicated.
Also keep in mind that none of those games are First Person.