Most systems in games are interconnected in some way. When you modify code if you make a change sometimes those changes have unintended interactions with other systems.
One such situation that occured a lot was tying certain timing to framerates. It allows users of the different computers to experience the content in the same way. Well if you changed frame rates outside of certain bounds the game was now running faster than intended and the systems tied to real time could lag behind.
Video games are really complex projects – many of the different systems are interconnected, sometimes directly, and oftentimes indirectly. It is incredibly difficult to predict every little thing a change can affect, even if it seems innocuous. It’s like tugging at one corner of a spider web, and seeing a strand on the other side come undone.
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