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by derefr
4660 days ago
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Game Maker is scriptable in a Turing-complete language, so of course you can make anything in it--it's just a matter of blind determination. VBA is also Turing-complete, which means you can write your game in Powerpoint. (It's a lot like Flash, in fact.) But I don't see many people doing that, and for good reason. :) But I think another, more devious way to phrase "it's unfortunate that the process doesn't result in games that are particularly enjoyable to play", is: "It's unfortunate that the process doesn't prevent more bad games from getting made." This seems needlessly cruel at first, but seen another way, it's immediately sensible: languages with strong typing prevent bad code from getting compiled. We prefer compiler errors to something that runs, but buggily. Maybe we could rely on tools, of sufficiently high level, to point out things like: "this finite-state-machine representing a game mechanic has a very high connectedness; this could indicate that your game mechanic requires the player to make repeated choices with too many options, which will induce choice fatigue, making them quickly bored of playing." |
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From my experience the tools which enable makers to create better gameplay are the tools which enable a very fast iterative development process (think live assets reloading, parameters tweaking without recompilation and ultimately code hotswapping).
Talking about strong typing it does help if you need to scale your simple game into something more complex. It also helps a lot if you are going to build something complex right from the start.
I think this link is absolutely relevant to both of our points: http://elm-lang.org/blog/Interactive-Programming.elm