It's basically a form of reference-counted data access as I understand it.
If the code here operates with a bit of data from some container, the container will ensure that this bit will persist until all references to it are gone even if the bit is removed from the container.
Depending on the datamodel this may be handy or even required. Consider some sort of hot-swappable code when both retired and new code versions running in parallel at some point. That sort of thing.
If it's off be default it will stay off unless the user is somehow made to try it. Default opt-in is one option to do that, the simplest one, but it's not the only one. The rest require explaining clearly what the user will get out of enabling it ... and that often is difficult to do succinctly, or convincingly. So shovelling it down everyone's throat it is.
I enjoyed the Witness for a while but I bounced off it pretty hard in the Mountain. It wasn’t until I watched a let’s play on YouTube that I learned there was a film room, a hidden cave complex under the mountain, a time trial, and other optional secrets. I can absolutely understand a certain type of gamer liking this but for me Talos Principle (both 1 and 2) is peak puzzle genre.
That said I’ll probably buy this game if it comes out next year.
I found them quite boring since they are all repetitions on the same theme - just drawing lines on a square. It could have been a mobile game. The world doesn't feel connected to the puzzles, and the exploration aspect of it could have been a completely separate game. It feels like two games glued together, which is IMO not a good design.
It's also not a game that's very demanding from a technical performance perspective, and really has very limited numbers of active entities / animations, so why should I care about his opinions on game architecture or anything else?
Nah, that's too smart of a behavior. What exists now may have some edge cases, but it is otherwise staright-forward and intuitive. The only real "hassle" is swapping two large assembled pieces closer to the end of the game round, but it's not really a hassle. Not a big deal, really.
I’m thinking of adding a “shuffle” button to rearrange the tiles if you get really stuck. It’s theoretically possible to get in an unwinnable state where you can’t swap two tiles
Don't you just put tick "know this already" or whatever mechanism is used. It'll be asked a couple of times but it shouldn't be "relearned from scratch".
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