Visual Studio 2010 offers a free-form gaming experience. Nothing in the game prescribes a particular layout for the dungeons; they’re left entirely to the taste and discretion of the player. They can be large, baroque, sprawling monstrosities, or small, clean, tasteful affairs. The results are as varied as players are; no two experiences will be the same.
Yes! But my god – if Visual Studio is a text adventure, what does that make VIM?
It was disappointing to see the negative comments beneath the article. As shown by the success of IDEs like Minecraft, coding’s gameful nature is already a huge part of the appeal, and we should embrace that as a way to draw more people in.