Things we miss from old games.

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Gormech

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May 10, 2012
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Hi all. For some reason I was thinking back to all the little extra stuff that was included in games that just doesn't seem to be anywhere in new ones. Figured other people probably have a few things of their own so here's a place to mention them.

For me, it's the BGM and Sound Effect testing menu from games like Bomberman Hero to the N64 and the Game&Watch Gallery for the GBC.

These were a menu where you'd just select a number, hit play, and the game would just start up the soundtrack for that file, letting you listen to the full music that normally would have been drowned out with combat or cut short from a scene being completed too soon.

Few games today seem to have this feature, the last time me noticing one being on a DS Castlevania title.

Anyways, what's some stuff you miss?
 

aPod

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Jan 14, 2010
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What do I miss most from the games of yesteryear? Color Coded Keys.
 

The Madman

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Dec 7, 2007
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Game developers not always treating me like an idiot was nice. Sure there are plenty of exceptions today, but the by and large it often feels like the vast majority of modern games either strive to cater towards the lowest common denominator or implement some sort of feature to try and let make the game easier for said denomination, and it's annoying.

Over long unskippable tutorials, constant 'help' popups that refuse to go away, simplified 'one button does all' control schemes, etc. Seriously, just let me play the damned game. If something isn't explained properly because I skipped a tutorial that's my burden, I'll figure it out, stop constantly holding my hand.

Of course there's also tons of older games that had manuals the size of small novels that counted as required reading, I'll admit I'm not eager to go back to that either, but there's got to be some middle ground here between games giving me homework and games treating me like a moron.
 

Genocidicles

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Sep 13, 2012
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Loading bars.

Nowadays we usually have a stupid little spinning logo or something, like a little buffering sign in the corner. They're just so ambiguous... They don't tell you anything about how long you have left to wait.
 

Pixelspeech

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Sep 30, 2013
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A sense of mystery. Yeah, it's an ambiguous answer, but I really do feel that the limited technology left a lot of the game a mystery, such as the haunted mansion from Mario 64 and the ominous void outside of the playable level. Narratives were also a lot less laid out, leaving room for speculation and discussion, such as what exactly Master Hand (I always imagined him as a creative kid setting up fights between his favorite heroes).

Indie games picked up the slack a lot, but I suppose me growing older also changed how I look at games, so it's hard to experience the same sense of wonder.
 

Dirty Hipsters

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Genocidicles said:
Loading bars.

Nowadays we usually have a stupid little spinning logo or something, like a little buffering sign in the corner. They're just so ambiguous... They don't tell you anything about how long you have left to wait.
To be fair, loading bars never really told you how long you had to wait either, and you'd always get those times where the loading bar would stop for too long and you'd start wondering if the game had frozen. At least with the stupid spinning logos you know the game is still loading and hasn't secretly crashed.
 

Uriain

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Apr 8, 2010
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Couple of things

1) For RPG's I would like to see a party size larger than 4-5: Shinning Force II being my prime example here, loved that game and its huge party size potential

2) Action Adventure games - Better Combat flow with multiple styles: Jade Empire is my example here, I found it did multiple combat styles quite well mixing both ranged and hand to hand combat in a fun way. Other games like Batman/Sleeping Dogs do a pretty good job, but I would like to see more of this

3) Shooters: Groups/co-op parties: Republic commando (while not co-op) did a really good job of controlling teamates and making you feel like a small squad of specialized troopers, this seems to be missing from a lot of newer shooters (Even Mass effect which allows you to control squad mates doesn't feel quite right)
 

DeimosMasque

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Couch Multiplayer - My lady and I like to play videogames together and the slow removal of all couch/split screen multiplayer has been a real drag for us as it only leaves a handful of games to play together.
 

EHKOS

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Dirty Hipsters said:
Genocidicles said:
Loading bars.

Nowadays we usually have a stupid little spinning logo or something, like a little buffering sign in the corner. They're just so ambiguous... They don't tell you anything about how long you have left to wait.
To be fair, loading bars never really told you how long you had to wait either, and you'd always get those times where the loading bar would stop for too long and you'd start wondering if the game had frozen. At least with the stupid spinning logos you know the game is still loading and hasn't secretly crashed.
Not really, if it keeps spinning for too long you start to wonder if the damn thing hung.

OT: Health bars, being able to carry an arsenal, and interesting level design. Sure it sucked when you couldn't find your way for ten minutes and then you finally remember to look up, but the branching paths and pointless rooms were fun.

I was playing Timesplitters 3 recently and I missed everything about it. It felt like nothing the current gen had to offer. The closest game that could touch TS3 IMO was Bioshock (1). TS was great, it was lovely, it was fantastic. I suppose some of it came from knowing most of the secretes, running around knowing what to do, and beating the game in just about four hours, but dammit did it feel like nothing I've experienced on a current gen system. Maybe it's the shitty models, maybe it's the less than realistic graphics, but something about old PS2 games has charm.

Or that could be complete nostalgia and I have no idea what's really going on....>.>
 

kyuzo3567

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The Madman said:
Game developers not always treating me like an idiot was nice. Sure there are plenty of exceptions today, but the by and large it often feels like the vast majority of modern games either strive to cater towards the lowest common denominator or implement some sort of feature to try and let make the game easier for said denomination, and it's annoying.

Over long unskippable tutorials, constant 'help' popups that refuse to go away, simplified 'one button does all' control schemes, etc. Seriously, just let me play the damned game. If something isn't explained properly because I skipped a tutorial that's my burden, I'll figure it out, stop constantly holding my hand.

Of course there's also tons of older games that had manuals the size of small novels that counted as required reading, I'll admit I'm not eager to go back to that either, but there's got to be some middle ground here between games giving me homework and games treating me like a moron.
See I always loved the big game manuals. I mean sure it was annoying when the control schemes took up multiple pages, but I loved that the manuals usually had a map, character bios, race descriptions, and even the entire backstory summarized in a few pages in it. I miss those so much, I still have my original Warcraft 3 game manual because of that.
 

Eldritch Warlord

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Uriain said:
1) For RPG's I would like to see a party size larger than 4-5: Shinning Force II being my prime example here, loved that game and its huge party size potential
Since Shinning Force is a tactics RPG it's more of an army than a party. Any other tactics RPG (like Fire Emblem or Final Fantasy Tactics) is going to have similarly large numbers of potential recruits.

Granted tactics RPGs have grown a little rarer lately, but it's not like they've changed significantly either.
 

Evonisia

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Jun 24, 2013
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I miss health bars being the norm in games. I only get to see them occasionally in non-RPG/Sandbox games.
 

MrBaskerville

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I miss games that are fun to play the minute you press 'new game', for some reason most games has to be incredebly boring the first 3 hours these days. And i also kinda miss the variety in genres, i'm certain that there were bigger differences in gamedesign systems back with ps1 and ps than there are now. It seems every shooter is essentially the same game with a new story, universe and sometimes an insignificant gimmick. Basically i miss games being less tedious to play.

Oh and i miss level skip codes and stuff like that! Puzzles that require thinking would also be nice, here i'm especially looking at Tomb Raider (First hard puzzle is the last one...) and Bioshock (The bell thing in the beginning... sigh...), not to mention the silly ladders in Last of Us...

There's also some things i miss, that i haven't seen in many games, namely stuff that may or may not have ant function whatsoever, but appear useful. Lands of Lore is full of this stuff, mysterious switches that appears to be Red Herrings and items that you can't figure out how to use. Dungeon Master 2 also had some of this, a lot of mysterious items where you have to figure out what their function is. It gives a sense of mystery to the games, especially when people are still mystified by aspects of these games ans that's pretty cool.
 

AT God

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Dec 24, 2008
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Variety in weapons, alternate fire, massive inventory. I hate how most games claim to have a large variety of weapons but they are all just variants on the same thing. Choosing between a Mac 10 and an Uzi loses meaning when they both have the same features and use the same ammunition. I miss the thrill of finding ammo for the powerful weapons, hunting through a room not for the exit but because I really need some more magnum ammo or an extra grenade. Although I hated finding ammo when I already had full ammo because I would end up firing rockets or grenades at henchmen just so I could collect all the ammo.

Also, for games that don't just use real life weapons, I miss the alternate fire. It seems to have died with the end of the Unreal/Quake Arena phase. While I don't miss those games, I do miss the weapon's alternate fire. Bonus points if they can be used together to create better effects like using the Stake gun to impale grenades and deliver them to the bad guys like in Painkiller or the Shock Combo from Unreal.

Also miss having massive inventories of weapons. On the PC its easy since we have the number keys but even back when consoles did massive weapon inventories it was fun. I always liked cycling through all the weapons in Goldeneye 64 to play with different weapons.

Also, infinite sprint, I struggle to think of a game where being able to run like the Doom Guy would be a bad thing, he could out run his own rockets and it made him more fun because of it.
 

Quadocky

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Aug 30, 2012
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I just miss the feel of older video games really. Its like comparing the experience of watching silent films with a separate accompanying soundtrack to watching modern films with those big grandiose booming dialog and soundtracks.

In my mind, my personal preference is a sort of 'less is more' perspective. There is only so much information I can take in at once, and if I am overwhelmed by content.. well then I just become unsatisfied and confused.
 
Apr 5, 2008
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The ability to save the game when I wanted to. BioWare managed it in KotOR, but most devs seem unable to now.
The ability to skip cut scenes. Unskippable cutscenes are horrid beyond words.

I genuinely miss Unreal Tournament. No other shooter before or since has been able to engage me like that one.
I miss the time before everything had to be a generic, 3rd person action adventure.