These restraints might seem like a problem, but it's only once you KNOW what the constraints are that you can start to really get innovative in working with them, around them, and in spite of them.
- With a restriction in jump height, the greatest platform levels can be created - which would be meaningless if you could jump as high as you wanted.
- Setting a level on a giant sea turtle might seem restrictive, until you decided that there's a wh*** mutually beneficial micro-society of sentient barnacles attached there, concerned for the wellbeing of the turtle.
- Given a driving level to do? Don't despair - consider doing the driving level in a new way - through the sewers of Tokyo or through collapsing skyscrapers during an apocalyptic event.
The restraints of a game are what MAKES the game - and how players work within those restraints determines a good player or a poor one. It's the same with making games, or with solving huge problems. Sometimes infinite possibility won't fit in your head - but with just the right window of opportunity, you can soar for the skies!