The first problem is hard to quantify. It is a designer’s call what “too many responsibilities” is (well, only until we see it in code, then it will be more apparent). If you were to say “one responsibility per module”, you would often end up with a plethora of small modules. Such a situation increases the cognitive load of the design. The same will happen if you assign too many responsibilities to each module. Of course, the High Cohesion pattern is something that will come in handy here.
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Just look at the way the look and feel of the game changes dramatically across worlds.
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