Don’t be so shortsighted. (and read below as I explain my reasoning)
If the point of having a game engine is to make game development easier, while loosing little in flexibility, then yes, the “state system” is completely pointless, because it does not coincide with those fundamental goals.
Look, logic bricks are an inherently flawed system; you get pre-programed blocks which you can mish-mash together in order to develop some basic logic programmability, but beyond that all you have is restrictions.
Case and point: The basic mouselook.
In order to have some basic mouselook functionality, one needs information about the position of the mouse, the center of the screen, and what the mouse offset is in relation to the center. There is a little more processing there, but those would be the critical pieces.
Now, I want you to imagine how much the mouse sensor would have to be modified in order to give you all that necessary information, and imagine what other bricks would have to be added. Additionally, imagine all the bricks that would be required to actually process that information into proper rotation (let’s not even go into properties)…
It would just be a matter of shoveling more shit (bricks) down an already stuffed crap pipe.
More bricks (or more brick options) is NOT helping when one looks at the big picture. Hell, we still have trouble when it comes to managing all the bricks and brick types we have now, and adding on to that flawed system is supposed to help us?
I’m not saying that logic bricks don’t have their role in the BGE, they do, but that role is to be an introduction vehicle; you can connect a few bricks together, and see something move, and that’s nice, that’s what gets people interested. However, trying to extend that simple system into anything more IS POINTLESS, because you’ll need to create new, or modify existing bricks to provide specific pieces for all those little externalities (load file, save file, networking, rasterizer data etc) that developers would surely need.
Speed? Please don’t use that bullshit excuse to justify development time wasted on the state system. The FPS template is an old demo, but it’s still a fairly complicated one, and it can run without any “help” from the “state system” at ~14% of overall logic usage.
Logic cycles were not the dominant issue in the BGE, the bottleneck was in the render pipe and the physics sytem for as long as I can remember. Although, even if the “state system” did something to make things so much faster for everyone…IT WOULD STILL BE POINTLESS, because the core flaw of the brick system (unmanageable) is still present. So yea, you would have all the speed, but you still wouldn’t be able to actually make something big enough to need it.
…I guess I’ll hear the counterarguments now.