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It's a fidelity problem. If you restrict yourself to very simple interactions and behaviors, you can make a Twine game and get the effect you're looking for without touching code. But then your scope gets more ambitious and you want characters to be fully realized, a mobile camera, voice acting, combat simulation, and so on... and then the asset pipeline blows up into something way bigger, every interaction requires additional scripting steps, you start needing to customize the rendering code...

No one of those features stops you, but you get a "death by paper cuts" effect, because you eventually hit a mine that requires original technology to be written - most commonly, something to do with collision code. A good team led by a competent producer is able to figure out how to get the right effect within the budget, but it's never an easy process, and game productions have a habit of "pitching the moon and shipping with swiss cheese".



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