saberopus
Likes Kittens. Eats Fluffies
Posts: 12,306
I guess I'm referring to the way that the game world state is updated at certain points in the plot, like
World State 1 (just after the attack, people rebuilding, shops are open, etc)
World State 2 (Gov't is guarding the town, shops are closed, things have been rebuilt)
World State 3 (You are in space and you cannot re-enter the world)
&c., &c. ...
This gives more depth than a completely static world, but depending on the pace at which you play the game (and I like to play a bit slowly to soak things in) it starts to seem less like an actually developing setting and more like various Acts in a play. Because of the aforementioned limited depth of each location in the world, each new State had a limited number of "updates" that could be witnessed before it became familiar and, eventually, boring.
In Pyschonauts, I felt like the world was large enough, or that there were enough little vignettes (2 campers sitting around talking, someone throwing a paper airplane around, the 2 cheerleaders scheming, the day/night cycle, the areas opened up/closed off) that with each update of the world, there was more to experience if you chose to take it slowly, so that the content of each new state wouldn't be exhausted soon enough for the world to seem thin.