You don't really get rid of complexity by using a simple language. You just move the complexity into your own code. Say if your language doesn't have dynamically sized containers, you will end up writing your own. You hack it so you can store different types in it. You have reinvented polymorphism. And then you need sort functions, and everything else that is missing from the language. And it wont be simple any more.…
> their own private code framework that is too complicated for anyone else to make use of Well, to be fair, games are one place where code reuse and maintenance by third parties is less likely to be needed. The real sadness is when you get corporate websites, technology platforms, and the like that decide they need their own framework to make their own set of tradeoffs, and do a mediocre job of it, and end up with a…
i feel like this is somehow perpetuated like folklore, but there shouldn't be any reason why game code should be inherently less reusable than other areas of software development. For example, code that deal with geometry data shouldn't really be any different for games, or code that deal with setting up a rendering environment ought to be the same for most, if not all games (i can't imagine initializing directx or opengl would be different for different games).
Game logic is one area that is going to change a lot between games. However, if you partitioned your game logic well, wouldn't it make the next game easier since you're "just" swapping game logic?