Bushnell (creator of Atari) said that games today were a suckish mesh and that is terrible for the industry.
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I partly agree, and partly disagree. The case Shamus Young made in that article was actually that things like game design are pretty trivial in cost next to graphics. So I don't think it would actually be much more costly to implement mech-style controls vs. the standard console FPS button layout.SirBryghtside said:Shamus Young, a contributor to this site, has revealed some interesting things [http://www.escapistmagazine.com/articles/view/columns/experienced-points/7652-The-Final-Fantasy-VII-Remake-is-a-Fantasy] about this subject. Fact is, the time taken to produce the 'complexity' of what you showed there pales in comparison to the amount of time taken to make the game look shiny enough to be accepted in this generation. The high standard of good graphics means that we cannot go back to that level complexity without some massive innovation in game design in general.
Are you sure?NinjaKirby1322 said:Plus, as a fan of Civilization, I think Civ 5 is the best so far.
Nope and nope.Skoldpadda said:They're more linear and less complex
Ahahahahahahahaha...Wonderland said:Bushnell (creator of Atari) said that games today were a suckish mesh and that is terrible for the industry.
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This is so true.DeadYorick said:Games are becoming more cinematic because people want to see big budget movies, just paying 60$ for them and playing them for 5 hours.
I'll just leave this right here
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I don't know about you, but I'd rather play Super Mario Bros. than Kane and Lynch 2. Fun, simple, and well designed > unpleasant, slightly less simple, and badly designed.Elcarsh said:You might think that, but I actually agree with him. Even the most putrid crap of today, in other words movie-based games, are actually generally more fun than the very best the 80's or 90's had to offer. What, Super Mario Bros? It always was crap. I grew up playing that game, and I never really liked it. It was incredibly flawed and not very fun to play.Anthraxus said:You just lost all your credibility right there.
Of course, there were exceptions, but there are ALWAYS exceptions, no matter which era you look at.
The controller isn't really the problem here. I mean, look at Shiren the Wanderer. That's basically a graphical roguelike for the NES. Like any roguelike, you have a hilarious number of possible actions (change facing, put stuff in jars in your inventory, name an unknown item and every item of its type to make it easier for you to identify its function in the future, and so on). They get all those functions to fit on an NES controller.Hyper-space said:Nope and nope.Skoldpadda said:They're more linear and less complex
Back in the day, open-world games tended to be much rarer than now due to technical limitations. Also, here's an example of how gaming has become thousand times more complex:
Compare the console controllers, back then the most simple of games only used 8 buttons max. Now, the PS3 controller (for an example) has more buttons and functions than a car, this is what "simple" games are utilizing now.
Pretty sure a game is only good when it's so bad that all copies of it are buried in the desert. In that sense Atari is still the top dog to this day!Hyper-space said:Ahahahahahahahaha...Wonderland said:Bushnell (creator of Atari) said that games today were a suckish mesh and that is terrible for the industry.
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WHAT?
...Is he serious?
They're the only generation of consoles to have crashed the fucking market.Sexy Devil said:Pretty sure a game is only good when it's so bad that all copies of it are buried in the desert. In that sense Atari is still the top dog to this day!
...And?Kahunaburger said:[The controller isn't really the problem here. I mean, look at Shiren the Wanderer. That's basically a graphical roguelike for the NES. Like any roguelike, you have a hilarious number of possible actions (change facing, put stuff in jars in your inventory, name an unknown item and every item of its type to make it easier for you to identify its function in the future, and so on). They get all those functions to fit on an NES controller.
It seems to me more like there's a perception among game developers that if they make their game too inaccessible (too difficult, too complicated, too unforgiving, etc.) they will sell fewer copies. This is certainly a position we can sympathize with, because Activision employees have to eat too, but it does lead to shallower, easier games coming from the major developers.
Paradox Interactive should be applauded for this and we should give them more of our money. They have learned something that many other devs haven't - that depth is okay.Hyper-space said:...And?Kahunaburger said:[The controller isn't really the problem here. I mean, look at Shiren the Wanderer. That's basically a graphical roguelike for the NES. Like any roguelike, you have a hilarious number of possible actions (change facing, put stuff in jars in your inventory, name an unknown item and every item of its type to make it easier for you to identify its function in the future, and so on). They get all those functions to fit on an NES controller.
It seems to me more like there's a perception among game developers that if they make their game too inaccessible (too difficult, too complicated, too unforgiving, etc.) they will sell fewer copies. This is certainly a position we can sympathize with, because Activision employees have to eat too, but it does lead to shallower, easier games coming from the major developers.
I could list off Paradox Interactive's library of super-complex titles and it wouldn't prove anything, except that these few title are complex.
The old-school games that I played the most around the time that they were actually released are as follows, in descending order of playtime:Hyper-space said:Its a fact that your brain slowly filters out all the unnecessary memories (such as mediocre movies/video-games that you've watched/played), leaving only the good memories behind. So why can't we just get some fucking perspective and realize that nostalgia only skewers your view-point?
The issue is more, at least in my opinion, a lack of progression in game design. Many people who should know better have failed to learn lessons like: WRPG stories should have choices and consequences, FPS level design should not be about the player moving linearly towards the next whack-a-mole section, turn-based tactics are fun and people will pay money for games that involve them, good gameplay and aesthetics age better than good graphics, people are smart enough to handle complicated control layouts, people are smart enough to figure out how to use items on the environment without glowing highlights around the interactable portions of the environment, and so on.Hyper-space said:There is no difference in quality now or then, except when it comes to the technical-side of things.
So you've played a range of games released from 1987-98, I've played as many great games in the last five years as I had during most of my childhood. Still doesn't prove shit.Kahunaburger said:The old-school games that I played the most around the time that they were actually released are as follows, in descending order of playtime:
1. Pokemans
2. Zelda
3. SimAnt
4. MechWarrior 2
5. Age of Empires
So I ran into stuff like Deus Ex, Homeworld, Planescape: Torment, and Super Metroid years or decades after they were released. I suspect I'm not the only one who likes these games because they are really good games, not because a nostalgia filter.
People who have played video-games for decades and have an extensive knowledge of recurring control-schemes might find it easy to play more complex games. But you are comparing those kinds of people with others who do not have the same experience.people are smart enough to handle complicated control layouts, people are smart enough to figure out how to use items on the environment without glowing highlights around the interactable portions of the environment, and so on.