His writing comes off very strange. Somewhat egotistical and at the same time radically apologetic. I’ve never felt so uncomfortable reading a “technical” writing.
With pipes/sockets, each program has to coordinate the establishment of the connection with the other program. This is especially problematic if you want to have modular daemons, e.g. to support drop-in replacements with alternative implementations, or if you have multiple programs that you need to communicate with (each with a potentially different protocol).
To solve this problem, you want to standardize the connection establishment and message delivery, which is what dbus does.
With dbus, you just write your message to the bus. Dbus will handle delivering the message to the right program. It can even start the receiving daemon if it is not yet running.
It’s a bit similar to the role of an intermediate representation in compilers.
I think the platforming zeitgeist has shifted to 2D.
Metroid Dread, Hollow Knight, Mario Wonder, Shovel Knight.
But 3D platforming is still alive as a genre.
Mario Odyssey, Sonic Frontiers, Yooka-Laylee.
And the remake scene for 3D is popping off right now.
Crash, Spyro, Ratchet, Mario 3D All Stars, Metroid Prime Remastered.
Specifically for the subgenre of 3D third-person platform-shooters, check out Splatoon 3. For 3D first-person open-world platform-shooters, Metroid Prime 4 is in development.
But for “3D open world third-person platform-shooter,” that genre is essentially Ratchet & Clank. But these days I think Insomniac is busy with Spider-Man. You can maybe count Jak in there, but Naughty Dog hasn’t touched that franchise in ages.
I think the take away is that each franchise has it’s own niche. What you’ve described is so specific that you’re really just talking about Ratchet. Open your requirements a bit more, and you’ll find plenty of great, new platforming experiences.
Also, if you think there’s untapped potential, I encourage you to make something! Unity is actually pretty easy to use.