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by setr
1733 days ago
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I think that’s just more a result of the game style/architecture. I don’t think there’s much hidden state that’s not encoded into the map/entities, and even things like AI is I think ultimately preserved as a simple stack of pending tasks. So being a proper simulation, and combined with the lack of replay, you can almost entirely discard the past events. The game is largely modeled as f(world-state, sim-rules) -> world-state, and so you simply take the old save and continue running it under the new simulation rules, and no one has to really care how many rule sets the world has seen. It only matters that they produced a valid world-state, every time. |
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