i think projects like LIFE prove you otherwise. you're looking at organized developers employed by enormous publishers and being like heh....its all there is but you're ignoring the entirety of indie game dev which is actually pretty substantial and usually in no way motivated by the same factors that drive commercial game development. why is it not practical? do you really know enough about various coding languages to say what is and is not practical in regards to all video games, and not just mmos?
no!!
but what are we trying to prove here anyway?? i said it's vidya games and they're limited, you said i'm being too narrow when i talk about code and what is possible with it, i said i just meant in the practical sense most developers would use. now you say this. there is no GOAL we have defined to then prove doable or undoable. i assume we're talking about some very high level of depth and immersion within a game, but i can't be sure.
if we are (i think we are) please feel free to point out games that go past what i said is practical. and i didn't ignore indie development where did you get this?? i'm not really HIP to the indie gaming scene but i'd be fairly comfortable saying that any games that go after what we're talking about just kinda PUSH THE LIMITS more then anything and do something that is yes unique and interesting but is in other extents limited.
what i'm getting from your post is that there is this other plateau of games out there that goes beyond standard conceptions of what kind of mechanics can be in a game that is entirely practical in production?? why have i not heard of this.
i'm really tired and this is probably super incoherent but basically you should post examples (what is project LIFE?? see dude i dont know gaems you're right) that prove me wrong!! because that would end it really quickly now wouldn't it
shitpost