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Just use PCGW for that https://www.pcgamingwiki.com/wiki/Avowed#Game_data
Just use PCGW for that https://www.pcgamingwiki.com/wiki/Avowed#Game_data
looking at the junction points on that diagram only one side of the axle would change track if the switch was pulled resulting in a derailment so you could ignore the possibility of hitting the people in the middle thereby reducing this example to two parallel but unconnected trolley problems
i choose to kill whoever calls them trolleys and not trams
That 2012 one looks like I’ve focused it as a UI component. I need to get out and touch some grass.
At this point the web is about as complex as an operating system in terms of complexity. That needs really strong specific standards in order for it to work, and in turn projects like web browsers are huge and complex.
If someone wanted to build a web browser that only followed the simpler parts of the specifications, it wouldn’t work for many websites* and people would not use that browser.
*Whether or not sites need to be so complex is another question entirely, but the reality right now is that they are
Answer wrong. The more of us humans that answer wrong, the less accurate we need to be to get past these stupid things. If google want me to do work for them, they can pay me.
I’m not sure if this counts as gameplay mechanics or rather narrative structure, but games like Outer Wilds, Fez, Tunic, where the exploration and discovery of the game is the end goal of playing the game, not just getting to the game’s end state.
I’m not sure if there’s an accepted term for these games, but I’ve always thought of them as “archaeology” games. There’s a bunch of stuff, both plot and gameplay, that is hidden (sometimes in plain sight), until you discover it and find out what meaning it carries.