I kinda agree with you to some extent. At the time my general reaction was something like: “everything it does, it does wonderfully. But I wish it did more”.
When TotK came out, my first impression was “I guess I’m never playing BotW again”. Mostly because they kind of overlap with each other in many aspects.
But I still thought BotW was a great game, before TotK existed.
I got the game from some magazine, in a time I didn’t have many choices for games. I didn’t speak much English yet at the time so I had trouble getting past some stuff and didn’t get very far. I even named my first dog after the robot dog in the game.
I picked it up on steam a few years ago and tried it again. I think I got much farther than I had back in the day, but still didn’t finish it. I think I might try it again on deck now.
As usual, if you want to make something for Mac, Apple requires you to make it FOR Mac, with several little things on top of just being able to run the game. And you need to pay Apple for the privilege of making something for their platform too.
Then there’s also all several tech stacks that they outright forbid even if it could run just fine. And many security layers you need to navigate and document in order to not got some random API call blocked that ends up breaking your whole code (something that you can’t even test properly because the blocks occur randomly and only when the game is downloaded from their [mandatory?] app store).
Most devs work with windows as their target platform and depending on their tech stack, supporting Linux might be as simple as running a separate build script (nowadays not even that as users can just figure out for themselves how to run the windows version of the game). Testing your game on your own mac (for a limited time) might be just as easy, but Apple adds so many extra layers to the process of releasing a game for their platform that in general it’s just not worth it.
There’s a bunch of people out there desperate for anything to play, but the best option for making your game run on macs these days is to add it to some service like GeForce Now.
We already have too few options to pick from and these days it’s often the case that we don’t even get to choose for ourselves.
The company I work for has a new device security policy that states you need direct approval from the CTO to use anything other than a Mac for work - and even with the approval you’re restricted to Windows or three specific Debian distros.
I tried looking for a new job and from the first three companies I spoke to, two of them also mandated the use of Macs.
I mean, if someone creates a game with all the options there and you just use AI as a replacement for a complex UI, it could kinda work. A game like scribblenauts could theorically implement an AI based stage creation option with the current tech already. The problem with that is that the AI wouldn’t be able to guarantee that the stage has a proper challenge level (or even that is possible to complete it), so it would also need to implement an AI that tries to beat the level as well and then keep iterating over the two until a proper stage is found.
In short: doable, for very niche cases and probably taking a very long time to complete a prompt (possibly hours).
I wonder how that’s going. When the devs started they were clearly overpromising things that they thought would be cool to have without any idea of how long it would take to implement them. I always suspected it would remain in development for many many years, but apparently it’ll be playable next year.
Worked on a personal game for 7 years nearly every day. Signed with a publisher and gave up on the project the following year.