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by Nekorosu 4670 days ago
I can see your point but I can also see a clash with reality because a lot of successful mobile games are built with lua-based game engines. Maybe the clash is due to the fact bad code has nothing to do with the quality of the gameplay and rather simple game with a top-notch gameplay can be build with duct tape and bubble gum.

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

1 comments

Note that I didn't say anything about the programming quality of the resultant games. Gameplay is a matter of design quality. We can build tools that help us make better games, but they have nothing to do with programming tools (tools that help us make games, better.)
My fault. I skipped the "Maybe we could rely on tools..."

Now I can see your real point.

I tried to read a book on game design which abstracted out the game mechanics into formalized simulation but it was too technical that was taking out the fun from the process so I stopped reading it. The name of the book is Game Mechanics: Advanced Game Design.

But yes, maybe there'll be tools advanced enough to help not taking the fun out.