I think this post finally puts a finger on what it is that bothers me about almost every attempt at a "cooking game" I have ever come across.
I was a cook for almost-a-living for a decade of my life, and if my body were still up for it, I'd be tempted on occasion to toss this coding shit in the trash and go back to slinging tempura. I liked cooking in the sense that I like food and I hated the work of food less than I liked most anything else I had tried at that point in my life.
But it was still work. It was hard and stressful and literally joint-breaking (ask any cook of 10+ years how their knees are doing). Hell even home cooking brings certain kinds of stress and challenge.
But the language of modern game design, in the hands of someone who understands only that and not the thing they claim to be simulating, lately does not understand any kind of "challenge" but the investment of either time or twitch reflexes. It's supposed to be "Fun" after all, where "Fun" has been focus grouped and systematized down to "how do we get the rat to push the lever? make number go up."
So everything has this strange uncanny valley feeling where it resembles the thing visually just to a point, but some fundamental instinct nonetheless screams that everything is wrong wrong wrong, because the actual play process feels hollowed out.
The closest thing to generating that "line cook" experience I've ever had in a game was one where you had to fuck off in the middle of service to go kill monsters for ingredients, and turned the actual process of "cooking" into Tetris, and I feel like I have to give some grudging props for at least doing the best you can with the toolset gaming gave you, but man ... is that all we are? All games can do?



but I do love driving around the maps trying not to hit anybody too hard