Woodsey said:
Technology is getting better, bigger and better ideas can now be fulfilled, more games are now getting stories that are actually good.
But can you honestly say that thes technologies are really being used for all that they are worth?
This article by Shamus Young talks precisely about that. So much investment in producing bigger and better technology, but not experimenting with it beasides the safe "realistic brown/grey gritty" variety.
About the stories, we're still a long ways of achieving a well told story which doesn't go the way of cutscenes, outside of some blessed exceptions.
And the fact that cutscenes are something that are older than your are show that most developers only chose to go with what they already knew rather then experimenting with telling a story through the gameplay itself.
Woodsey said:
I detest playing games from 15/20 years ago. Not only for aesthetic ugliness, but the stupid and frustrating gameplay, completely pointless tasks which would now only fill up a half an hour lunch break at most, bloody awful (if any) story lines.
On one hand I do agree that there is a lot of old school gameplay that was very gimmicky and uncessary, even back in the day I detested somethings like being damaged through mere touch, endless fetch quests with no true pertinence to the situation presented (that one is still around today).
But on the other, specially after I studied visual arts, the shocking realization that a lot of old style graphics look a lot better than what is manufactured today with high end tech still kinda shocks me. Better color work, interesting lighting composition, nearly abstract use of shapes becausde of limited memory, so on and so forth. I can easily tell apart one game from the other up to the 32-bit era (even though polygons were already gettting fashionable by then).
After that, a lot of games started to really look like one another, all racing towards the folly of realism. Diving face first on the uncanny valley, really.
That doesn't mean that I think those days of 8-bit and 16-bit should return because, as I said, there were a lot of limitations and stupid design ideas going around that were simply detestable.
I'm just looking forward for the time when the majority of developers move past this whole western "badass" realism era of bad polygon sculptures and try somehing new, visually, narratively and especially in terms of gameplay. Wise progress, not greedy stagnation.
It's interesting to notice that as only a few years go by, most of the 3D graphics look really bad to people who loved then in their release years. You're not gonna see many people bad mouthing pixel graphics of way back when. There's even a lot of artists exploring that visual language in different media nowadays. In my college I saw a LOT of people exploring physical pixel art after studying pointilism.
There's gotta be something in it if even old teachers who never played a game found it amusing.
To end this ridiculously big post of mine, a fair question: How many of those old frustrating gameplays you've tried were so because they were actually poorly implemented? And how many of those were because they were
challenging?