Object

* See also Reuse Items - From the previous Games
* See also ReuseOfObjects
* See also Types_of_assets - Most subject to the Player Mod'ing
* See also Modular_Game_Objects - Modular to lessen the work to 'Mod'
* See also Player_Creation_Contests - To encourage Mod'ing
* See also Player_Created_Assets - Players doing Mod'ing
* See also Design_Spec_index
* See also Game_Editing_Tools
* Not Particularly Related To Objectivism
Having Game Objects which 'Make Sense', and thus ADD to the Game Experience - Blaise Pascalhttps://www.britannica.com/science/Pascals-triangle mathematics initially used to compute the probability odds in gambling games.
--- --- --- --- ---
A Game Prop, an Entity in the Game ( a Subset of Assets )
A thing in the game which a Player can Manipulate IN THE GAME ( as part of the Game World ), or a component of such or an associated group of them. Some allow simple interactions in basic ways - seeing, picking up, throwing, putting in a container ( for a 'Hotdog'- eating ) etc ... Others are more complex, with far more interactions : Ex - a Gun - can be manipulated in the basic ways, but then can shoot, needs ammo provided, can be repaired/upgraded, etc ... 
An Object is an INSTANCE of an Asset Type ( the general definition of the Object ) 
--- --- ---
The Rapture Reborn MMORPG 'Objects' are Subject to :
* A more complicated inter relational interactions ( Player manipulations of objects with NPCs, other objects, and the environment ).
* Player Created Assets - continuous expansion of the game via Player participation in adding new objects.
* Auto Generation - a method of customizing objects so they are not as repetitive
* Templates - a system so that Object Attributes can he inherited, significantly lessening the effort required to create/modify/vary them.
--- --- ---
Having Stuff Be MORE Properly Interactive :
In games, the actual workings of Objects/things don't really matter ( mechanically or for people ) as the program gives the Player 'actions'/'commands' and a SIMULATION does whatever the program is limited to.
The ordinary game operates in a simplified world where many things are seen do nothing, and what few things the Player interacts with are tediously programmed to do a few things relevant to the game progression.
This MMORPG would introduce more complexity based on Real World logic ( to minimize arbitrariness in the face of something newly found, so that logical assumptions might be made without endless 'gotchas' and double-thinking ). Generalized Object Attributes allow manipulations with Templated actions and reactions, vastly increasing the potential actions the Player may make ( and the way they might be used ). That system of 'Templated' interaction applies to everything in the game - Terrain/Objects/Props/NPCs.
--- --- ---
Easy To Create Assets For Some Objects - Product Bottles, Boxes, Packages :
Basically, most of the created art needed for this kind of simple object is the labels and wrappings ('2D' textures) and other visual effects ( raised textures on glass ? ) for the Object's appearance.
Containers makes use of preexisting standard/templatized Attributes/Properties/interactions for what is/can-be contained in them, to easily make new game-useable/consumable objects.
This would be either : For old products that had previously existed in Rapture ( Lotsa small companies in the old days ), or introduced Surface stuff ( ??? No Trademarked/Copyrighted stuff please ... ).   Now add the Player's own Brands from their own Businesses - varying from fairly generic/easy ( ie- "Fred's Beer" using generic Art Deco Font ) to some real nice artwork and artistry made by various gifted Players.
Alternate versions of existing(original) Assets can be possible, or Products from known companies that were never previously objects in the Game ( Atlantic Express (AE) Complementary Matches (matchbooks), Fontaine's 'Figgy Fizz' Brand Soda, etc ... )
Just about anybody can create a half-way passable texturing (art) with the given tools ( And it is plausible that much of the New Rapture products need not really be as polished (professional looking) as the old Rapture markets required ).
--- --- ---
Filler Details :
Rapture's various buildings and apartments will be more than half empty, when such real places are filled with people's possessions. It is OK for Ruined Rapture, as it can be explained by things getting carted away/pilfered/trashed in the story's Chaos. 
In most of 'normal' Infinite BS Columbia or BaSx Golden Age Rapture, there was no such excuse for the general lack of detail. Console limitations should not have been the reason.
New Rapture in the MMORPG should have currently inhabited spaces full of objects ( and also in places where Splicer communities exist, which should LOOK Inhabited. ) Hence the need in the MMORPG for 'Auto-Generation' via Procedural Programming ( and Scripting and the whole system of Templates .
--- --- ---
So Many MMORPGs With Near Useless Loot Objects :
In playing you get enough of them in the normal game progress to build islands out of them. Many just sold 'for next to nothing' for CASH ... Mass quantity over (valuable) quality for so much stuff. There is no Utility to them, they are just part of a simple commerce system for obtaining better Player equipment or just ringing upTrained Player Pavlovian response a bigger 'Pile of Gold' count.
Grind Grind ...
In BioShock you find money laying about/as loot/as Manic Magpie container contents -- If YOU can spend IT, then why can't anyone else (the inhabitants) ? Thus, it WOULDN'T be just lying about ( Loot from your Victims - OK, you'd expect them to have it, but in BioShock because of the high body counts and respawns, they usually have measly Money to be found on your dead opponents ).
Some objects are components/materials for crafting/Fabrication, but they too are in massive quantities to make endless counts of what aught to be wonderful things ( more grind-grind ) but with virtually no sales value ( No 'Value Added' component of a contrived game world economy ... ) The crafted items often sell (in many games) for less than the cost of materials used to make them ( to prevent it being a 'too easy' way to gain money ).
--- --- --- --- ---
.
.