> They are very difficult to use if the game play semantics are complicated and require lots of interaction with world state or world geometry.
Could you give an example? I’m trying to understand what the limits look like. It appears to be trivial to you, but for someone outside of game design, I can’t imagine what those might be.
Could you give an example? I’m trying to understand what the limits look like. It appears to be trivial to you, but for someone outside of game design, I can’t imagine what those might be.