I don't know the purpose But a creator like Block Builder or gmacpro or Star penguin or etc has prove to us They didnt need big space to build a challenge level, even almost all of their level just using less than 10x10 space Mekorama theme is simple puzzle game to make us creative to build or play in simple and small area This is not mine craft
It's not like it's impossible, but if we look at a few recent upgrades, Martin magni's like hold on 16* space. That for me not to limit space the works, but more of a maximum space, or some possibility like there'd be another bug in the system or bad lag at the game if space were to expand over 16*. I've also been playing a lot that nice levels don't have to be with big space, it's quite efficient and saves time also in build or solved the games.
I mean it's not a bad idea, but as we all know: mekorama levels have to fit in a QR code. More space being available might break the way the QR system works, I'm not sure tho since I haven't really seen the behind the scenes of mekorama, but @Gepeto should know better, @Gepeto ur the lead-man-architect-guy-thing(lol) of mekostudio can u tell us if the QR code system can handle more space?
The game takes place in a 16×16×16 cubic space. The QR code is made from that. Having more space had already been discussed a lot of times with pros and cons. Of course you can feel more freedom with more space but that could also end up to a lot of boring levels, unecessarily big. All the challenge is about building games that can fit in such a place. The challenge is about solving levels but it is also about building them. Bounderies force to think carrefully on how to build it, sometimes with frustration, as for every puzzle made before its achievement, but sometimes with genius ideas that only comes from the difficulties. From what I remember, the main part is maybe that Martin wasn't interested in more space.