---
title: "What Makes a Great RPG? | Simon Carte"
url: https://daily.dev/posts/what-makes-a-great-rpg-simon-carte-6l5f3m81k
source_url: https://www.youtube.com/watch?v=gSZa7jE461A
type: video:youtube
source: "Game Engineering Podcast"
published: 2026-06-29T19:11:35.641Z
updated: 2026-06-29T19:11:51.698Z
reading_time: 1
upvotes: 0
comments: 0
language: en
---

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# What Makes a Great RPG? | Simon Carte

**[Game Engineering Podcast](https://daily.dev/sources/game_eng_podcast)** · 1 min read · 0 upvotes · 0 comments

## Summary

A discussion on the technical challenges of building RPG game worlds, focusing on how different environments in Fable 1 (like Brightwood vs. Bower Stone Village) have vastly different performance budgets across rendering, AI simulation, navigation, and memory constraints. Height fields and foliage dominate outdoor areas while occlusion and navigation density dominate urban areas.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://www.youtube.com/watch?v=gSZa7jE461A>

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