"How Small Open-World Games Feel Big" by Razbuten
Razbuten always nails it (great minds think alike, they say 😃). In this short video, he explains a game design aspect that I started to notice exactly after playing A Small Hike. I have nothing to add on this subject and I really recommend Razbuten’s video. The only major difference is that I 100%-completed Ghost of Tsushima, but there are many other personal reasons for that. 😃
"Crafting Is (Kinda) Pointless" by Razbuten
This is a very interesting analysis of crafting in modern games. Crafting systems are everywhere but they are often just glorified menus. I agree with Razbuten a lot on this. So check it out!
Apple Arcade made my mobile gaming fun again
It is about a month that I am trying Apple Arcade on my iPad. During this month, I realized that it made my iPad a totally legitimate gaming platform. I had zero games on my phone and my iPad; now, I have four, and two of them were meaningful experiences. In short: I had fun on a mobile platform after years.
The State of Game Development in Rust
Game Development is one of the fields in which Rust can gain a lot of traction. As a modern compiled language with performances comparable to C++, Rust can finally free us from the tyranny of C++ bloated feature set, hard-to-link dependencies, and header/implementation file double-madness (I am obviously exaggerating, btw).
However, if this freedom arrive, it will be a very slow process. To make it slower, the feature of memory safety in videogames is not a huge priority compared to the ability to quickly prototype. The borrow-checker and the strict compiler are an obstacle in this regard. On the other hand, memory safety also means easier multi-threading. And this is sweet!
Fortunately, the annoyances of borrow-checker will get less in the way while people becomes more confident with the language, and while tooling gets better and better. I am confident we may see Rust carve out its space in this domain.
But this is the future. What about now?