videogame things you think about a lot (Part 1)

No it’s not. You’re lying.

give it 6 more years

2006 was 25 years ago :sob:

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I am old but this post made me think the term “retro video games” almost doesn’t exist anymore except 38 year old dingalings trying to score big in their stupid death cars.

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I think that’s right, we were talking the other day about how much younger people care about 8-bit/16-bit games; my sense is that they adopted those as ‘retro’ following our language, even though Spongebob-era PS2 games are their childhood. PSX/N64 games and modern indie revivals are on the retro edge of that, though…

i have never played this, but this is one of the greatest names of all-time for a game:

also you play against weird monsters, which i like. i kinda miss weird sports games being more of a thing.

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the noise the allosaurus makes when it backs off.

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i’ve seen a lot of resistance in “retro” communities to raising the cutoff to include the PS2 era, and i can kind of see why. with previous generations you can usually identify at a glance some obvious limitation that games don’t have to contend with any more, while the standards introduced in the 2000s (3D-without-qualifications, dual analogue control, persistent/open-world design) have never really been superseded. i had a sense at the time that i was gazing upon the “full form” of videogames and each generation since has seemed to just add layers of polish onto that cast

if anything, despite continued efforts to raise the bar of technical freedom (was Spore the last big “quantum leap that will change the way you think about games” hypefest, or just the last one i fell for?), one could argue that most “progress” since then has been in the form of designers experimenting with sets of self-imposed limitations, in an attempt to recapture the medium’s nascent energy

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the PS2 was the last generation of games that had human readable UIs

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Even though the PS2 standardized dual analog controls, I’ve noticed that many of its early games don’t know how to take advantage of them. I think there have been serious innovations in control methods during and after the PS2’s lifecycle that have fundamentally changed how games feel.

On an aesthetic level related to the ubiquity of twin analog controls, games improved in their framing of characters within 3D environments. There’s a huge difference between third person shooters before Resident Evil 4 and after.

But maybe these two points are more of an example of incremental progress in design practice.

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disclaimer: i do not care one whit about the meaning of the word “retro”

PS2 is very different from modern stuff, whereas Xbox 360 feels the same (extensive “OS-like” firmware, high resolution, universal 16:9, integrated online stores, account maintenance). there are always going to be outliers but SD era / HD era feels like one of the more meaningful divides to me, with the Wii sort of doing a weird straddle.

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i guess most of those are aspects of the experience i try to tune out, heh

pretty coterminous with hd/sd but another meaningful divide is between systems that, by default, load into the inserted game vs systems that first load into their firmware and require the game to be selected to be played

i wanna hbfg – hit (power) button and fuckin’ game

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if we really have to seperate things into retro and modern, this seems like a better way than graphics and stuff
old-style consoles where you have no access to built-in menus etc, you can only load games
mid-style where you have basic things like save file management, clock settings, etc
modern style with lots of menus, game selecton, all kinds of stuff.

even this has its problems though, as it puts the pc engine cd in the same age category as the nintendo ds, with about 15 years between them

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what would my ngpc horoscope be today

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the only good use of twitter.

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sorry but that’s not my ngpc

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this is a thing i just found out about, a weird kind of drm?
image

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As someone who has been pushing for the word ‘ludo’, have long believed that to be true.

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