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Are Older Games More Satisfying?

Kwirl asks: "While the computer and console gaming industry is growing at a remarkable pace, the focus is usually on better graphics as opposed to stronger gameplay and plot development/story arc. I personally have several titles (Sims2, Half-Life2, Doom 3, MSFS2004, Unreal 2004) sitting on my shelf that were amazing games, but just couldn't hold my interest for long enough to really be considered a worthwhile investment. In the last couple of years I had thought that the answer to my gaming needs would come in the form of MMORPG's. I have purchased and played many of them, but all seem to come to a stagnant point where I recognize that only addiction would drive me deeper into the game, and not better gameplay (Dark Age of Camelot, World of Warcraft, City of Heroes, Everquest II). In truth, I have found myself spending more time playing old MUD's (TorilMud, Medievia) again, or even amusing web-based games ( KingdomofLoathing, PimpWar, NeoPets). I am curious to know how many other people here find themselves walking intentionally backwards along the technological timeline of games for your personal expenditure of free time? What games/sites do you feel give you the best return of satisfaction versus time spent playing the game over the long haul?"

2 of 300 comments (clear)

  1. Nethack.... by tktk · · Score: 5, Informative
    the ascii crack before Evercrack.

    In the 90s, it ruined my college GPA as it must have done other people. Everyone once in a while I download it again and play for a few weeks. Then I'll erase it after never getting past the mines and not think about it for a few years.

    At least now it only ruins my normal sleep cycle. I work in land development so being awake isn't a major requirement.

    There is one advantage for slow development cycles like with Nethack. You can pick it up years later and it'll be pretty much the same.

  2. No, games really are getting "streamlined" by Moraelin · · Score: 4, Informative

    While I'll aggree that there is _some_ nostalgia involved, that is definitely not the whole story. Games _are_ becoming more and more "streamlined" and shallow.

    1. Games are becoming more and more simplified, I assume for the benefit of the casual gamer. I'm all for cattering to casual gamers, since I like a good intuitive interface myself. But often it means degrading gameplay as well.

    E.g., look at a single series of games, from the same company, not even going that far back to be a case of nostalgia. Look at the (d)evolution that happened between Patrician 2 and Port Royale 2. (And if you're nasty, trace it all the way back to Elite, since Patrician 2 to Port Royale 2 are basically Elite on water.)

    The economy got over-simplified. Basically while Patrician 2 was _hard_ and actually a trade and economy simulation, in Port Royale 2 you pretty much are guaranteed to make money as long as you don't actively try not to. It also doesn't help that the whole strategy element of leading a _fleet_ in Patrician 2, eventually devolved into a sea arcade game with a single ship in Port Royale 2. (The rest of the ships in your fleet are basically extra lives in that arcade fight.)

    2. As an additional reason for that, there's a bunch of stuff that's just hard to implement properly in 3D, or not obvious to the casual player in 3D, so it either disappeared or got the equivalent of a big neon sign saying "use it HERE ==>"

    E.g., I can think of old 2D games where you could scale any wall, or (try to) blow up walls, or use a grappling hook on any ledge. Nowadays you have clearly marked "you can climb this one" walls, e.g., in Sudeki. Or if you get a grappling gun, there will be a big marking where you can use it, and typically not too often.

    3. There's a lot of stuff that gets streamlined because everything today has to be real-time. Actual strategy tends to be replaced by whack-a-mole clicking without a plan. E.g., whereas a PC RPG used to involve basically squad tactics and use of a whole range of spells (status effects, buffs, etc), nowadays you get action-RPGs where you have to run, hit and block in real time, and if you get any spells they're direct damage.

    Compare for example, the old D&D games from SSI, which were practically a turn based tactics game, to, say, Demon Stone. Right. Nothing says "D&D" like having to do attack combos, and all spells being nothing more than a weapon upgrade for the mage.

    4. Variety _is_ shrinking. Games tend to be easily dividable in narrow "genres" lately, often meaning a clone of other games that sold well. While it doesn't necessarily say "new games are bad", playing an exact clone of a game I've already bought before, does somewhat reduce my satisfaction.

    --
    A polar bear is a cartesian bear after a coordinate transform.