Can the description of a game be developed as a EDSL? Are component based game systems roughly equivalent to the machinary used to resolve the expression problem in a game EDSL?
I suspect the answer to both is: Yes.
The language describing the universe and rules of a game can be lifted into a domain specific language. The base language would define the basic rules and mechanics of the game. Extension languages would define the aspects we initially did not predict but later desired for a particular game mechanic.
In this way the extensions to the gameplay would be isolated form each other.
An attempt to use a typed tageless interpreter ala Oleg for programming a rouge-like game is here
This appears very verbose for the interpreters but not for the equations defining the story. This is what we want: The cost of an interpretation is payed when defining the interpretter and not before.
What remains to be tested: