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by James Robertson.
Original Post: I don't think that means what he thinks it means...
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I'd call this argument a straw man, but it's too big for that - more of a whole field of hay:
The basics of sequential programming are all object oriented. To explain this fuller, their basic building block is the object, or a thing. In the above examples, the objects were the command input, the fireball and the opponent. Programs can check whether certain objects are doing certain things by comparing their numerical values. For example if every space on the game screen is assigned a number, much like grid coordinates, the program can use simple greater than or less than comparisons to figure out where the characters, the fireballs, the floor, and everything else was. So why can’t this be used in games like spore?
Well in games with so many options, the IF/THEN list becomes so long it becomes scrambled. Several calls to previous points in the list are made and the whole thing gets disorganized, something which programmers affectionately call “Spaghetti Code.” Also, that much code and that many variables simply gets huge! Even though information technology has been growing at an exponential rate, there is only a limited amount of space you can put on a CD or DVD. On the PS1 there were 4 disk games, and on the PS2 there were 2 and 3 DVD games. It is only a matter of time before we have games which fill up 2 or 3 HD DVDs or Blu Ray disks.
The thing is, in good OO, we try to eschew if/then statements. Using polymorphism, you ask an object to do something, and it responds appropriately - including no response if the query makes no sense. I'm not sure whether the author has ever done any OO work - but if he thinks he has, I bet I wouldn't recognize it as OO...