this post was submitted on 01 Apr 2024
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Ignoring the lack of updates if the game is buggy, games back then were also more focused on quality and make gamers replay the game with unlockable features based on skills, not money. I can't count the number of times I played Metal Gear Solid games over and over to unlock new features playing the hardest difficulty and with handicap features, and also to find Easter eggs. Speaking of Easter eggs, you'd lose a number of hours exploring every nook and cranny finding them!

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[–] BigBananaDealer@lemm.ee 14 points 8 months ago (4 children)

i remember when games were artificially hard so you had to keep renting it longer to beat it. and if you die you go all the way back to the start of the game. so much fun

[–] TwilightVulpine@lemmy.world 5 points 8 months ago (2 children)

I'm an oldschool gamer but unlike many of those of today, I don't miss that part one bit. Infinite lives? Checkpoints? Autosaves? Yes please.

[–] wolfshadowheart 2 points 8 months ago (1 children)

I have a feeling their comment was tongue in cheek. I absolutely agree too, for while I do think there is some merit in artificial difficulty and creativity within set restrictions, I also enjoy games much more when I emulate them and have save states.

I think a great example that bridges the gap between more modern-style hardware and daily living, and old difficult repeatable gameplay is the era of the Gameboy Color. So many of the games for these style of consoles were meant to be played in bursts (arcades, anyone?) due to the on-the-go nature, and since that fit so in line with the already existing mechanisms gaming had -- artificial difficulties by design -- there is a very streamlined progression from 1980's games and early 2000's games.

So, what changed? Well let me tell you, it wasn't the Blackberry.

Honestly, the iPhone. As mobile game consoles like the Nintendo DS got better, games got more fully fledged like the home console games were. Developers were recreating game experiences like Spyro, putting in huge games in tiny mobile consoles (Toon Link, anyone?). Yes, the Nintendo DS still had its shovelware but the iPhone was the new bridge that gapped the old arcade style pay-to-play. Games with artificial difficulty now had micro-transactions allowing you to bypass the designed limitations. As mobile consoles got better games, mobile gaming got far, far worse, leading us to """"random"""" RNG -gacha and lootboxes and all the great gambling starters.

That's only further developed for offshoots of software. Just look at all the junk between the: FOSS stores, Apple Store, Play Store, Samsung Store, Meta-Quest Store, going even further some devices have their own separate store entirely. And now these stores ship updates, so you don't even have to finish your game before selling it!

Ironically, Nintendo paved the way for a really great opportunity, then capitalists saw the opportunity to exploit the free market and now there is literal garbage everywhere.

[–] TwilightVulpine@lemmy.world 2 points 8 months ago

Mobile gaming truly embraced the worst side of arcades. I remember way back when there were gamers protested so that the media and governments wouldn't lump video games with gambling, and now the studios themselves put slot machines inside them.

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