It's kind of amazing how much of those old games was actual logic instead of data.
Feels like they were closer to programs, while modern games are closer to datasets.
It's kind of amazing how much of those old games was actual logic instead of data.
Feels like they were closer to programs, while modern games are closer to datasets.
Chris Crawford called this "process intensity", he noted it at least back to 1983 with Dragon's Lair, discussed in this 1987 article https://www.erasmatazz.com/library/the-journal-of-computer/j...
Funny because I rewrote a bad port of dragons lair for a custom console with a tiny engine and huge dataset relatively, each frame having one "if press X goto frame Y" instruction.