Quote:
Originally Posted by MusicallyInspired
It definitely wasn't the best LA game, but it wasn't the worst either. It was quite interesting, just shallow and a little short. Ehh....shallow is the wrong word, but it's not as "full" as the other LA games. I had a great time in its universe, though. Wonderful game.
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I think you're describing a sort of "interaction emptiness" -- a feeling caused by players not being able to examine and manipulate the environment to the degree possible in other LucasArts and (especially) Sierra games.
In other words, there's a low "interaction density." Loom is pretty, but its uncomplex style of gameplay doesn't involve too much investigation of your surroundings.
I do think it might've also helped a bit if the game hadn't been cut down somewhat to save disk space. There was quite a bit of worldbuilding content cut from Crystalgard in particular.
In one room in the Glassmakers' City there were three giant hourglasses symbolically representing the Three Shadows. The first two hourglasses had long ago run out and were sealed up, but the third was still open and had sand continually poured in it by a worker to keep it running. The room layout of the game datafiles suggests that later in the game, after Chaos is unleashed, we'd have gotten to see their shattered remains. A similar aborted idea involved the "Chromax Conundrum" diamond chalice, which apparently was going to be destroyed during Bobbin's first visit.
Not to mention the fact that many of the beautiful backgrounds had their edges trimmed down more or less extensively (sometimes eliminating whole screen-widths of image--there was initially a much larger Shepherds' forest, for instance).