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by sdwr
775 days ago
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Edited since, but what that game does is let you participate asynchronously in a completely distributed way. It's a real miracle of game design. This one is kludging from every angle. They're cheating with the physics, they're cheating with who sees what, they're cheating by handpicking levels. It results in an experience that isn't grounded, because none of the foundational dimensions are real. |
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Great example: Space Engineers, a very popular game in which you can build ships, bases, etc. with an incredible consideration for automation, moving things around, etc. One of my favorites. But the game intentionally (1) limits the top speed of all entities to 100m/s, (2) doesn't actually simulate orbital mechanics despite having planets, and (3) forces you to construct things on a 'grid'. All of these constraints are arguably shortcomings, but they also enable the physics engine to live and collisions to work.