Have you ever found yourself deciding against a game you would otherwise check out because of what game engine it uses?

  • tal@lemmy.today
    link
    fedilink
    English
    arrow-up
    5
    ·
    edit-2
    9 hours ago

    In the indirect sense that an engine might impact a game’s visual appearance, hardware compatibility, or performance, sure. But I don’t care about the engine specifically as an engine. That’s just an implementation detail. It’s just “does the game look appealing” or “does the game run well on my hardware”?

    There are some cases where I can look at an engine and know that it’s very likely that some feature that I want is or isn’t there. For example, the (open-source) Twine engine supports interactive fiction multiple-choice Web-based games, usually written in a language called Sugarcube.

    There’s a similar proprietary engine and language, Choicescript, which runs in a proprietary viewer. This is used by Choice of Games LLC, which has published a large number of commercial text-based games.

    The developers of the Choicescript engine decided that an “undo/go back/save” feature would be undesirable, probably because it reduced the gravity of a player making choices; they basically require a player to play the game in “ironman mode”, where if anything happens that the player doesn’t like, the player has to go back and play a new game from scratch to avoid it. The Twine developers decided that “undo/go back/save” was a good idea and enabled it by default (and even if a game disables it, there are typically ways to modify a Twine game to re-enable this feature). I very strongly disagree with “undo” being disabled; I feel that it’s not respectful of my time, so when I purchase a Choicescript game, I know that I’m probably going to have to live with this particular decision that I do not like.