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F4LL0UT: Also the early Bullfrog games were riddled with really obscure mechanics...

Then there's of course games like the early Ultima and Might & Magic games where you pretty much need the manuals and/or reference cards to even fully figure out the controls. Not to mention military and space combat simulators.

...Well, it's unacceptable today...it is pretty crappy when, in order to really understand a game, you need to not play the game but spend time reading a manual instead. And having the information presented in context in-game is a much better way...Even in-game wikis and such are shoddy compared to that (but, if implemented sensibly, still much better than having to tab out of a game or grab a physical manual).
I'm not sure that we disagree all that much. I only presented the idea that going outside of gameplay for even "important" information (but not crucial info) may be necessary, or at least excusable.

When you go back far enough, games simply did not have storage space for such information, whether in-gameplay or in-game. Today, in simpler games, all relevant info should be able to be imparted via gameplay design or an interactive tutorial. But I questioned whether this is practical for more complex games, where I suggested that additional info provided in-game but not in-gameplay is not unacceptable.

As for printed manuals, I don't know if anyone yet mentioned that they are (were), along with other ideas, positive methods of reducing piracy by providing an incentive to purchase a box.
Post edited October 20, 2018 by Dryspace
I hate trying to get 32 bit only games to work in 64 bit windows
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BananaJane: I hate trying to get 32 bit only games to work in 64 bit windows
How about 16 bit installers for 32 bit games?
Always hate pixels. Since 320x200 was the only resolution. Never understend why a lot of a new devs think I want to cripple my eyes with pixels on my 40" 4k monitor. I don't even if they will pay me for that.
Post edited October 20, 2018 by dal
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Lucumo: Colors clearly fall under the "aesthetics"/artistic design section, however, I do agree that it does not necessarily do so when we go further back, when things were more limited.
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Dryspace: No, they don't. This limitation still exists. I assure you that once you begin using a very large display with a black level that is a complete absence of light, and an extremely high contrast ratio, you will quickly become disappointed with the limitation of 8 bit per channel color. In dark scenes, banding is egregious.

When true contrast ratio increases, those 256 levels of brightness become "stretched out" more and more, and the actual brightness difference between each step becomes bigger. There are ways to alleviate this without increasing the bit depth of the display, or even necessarily the signal, but it doesn't matter if they're not being utilized.

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Lucumo: There are enough people that don't care about the graphics. They can play a new game and one from the back then and have the same amount of fun, be as immersed and have generally the same overall experience. As someone who is exactly like that, I can tell you that I've never been impressed by graphics at any time during all my years as a gamer.
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Dryspace: I suppose it depends on what you mean by "the same overall experience". You appear to equate being uninterested in graphical innovation with an ability to appreciate and enjoy old games.

I dearly wish for a revival of the AAA PC game industry, in part in order to see mind-blowing innovation in graphics again, as well as physics, AI, and audio simulation--areas which have stagnated or regressed since the Great Consolization of 2008. At the same time, I regularly replay such games as The Longest Journey, Unreal, the King's Quest series, The Legend of Zelda, and Text Adventures going back to 1978.

In the past ~4 years, games I played for the very first time include:

* Deus Ex (enjoyed)
* Fallout and Fallout 2 (the core gameplay doesn't hold up imo)
* Oblivion (enjoyed, ended up with a higher play time than I did in Skyrim)
* Max Payne & MP2 (enjoyed, looked forward to replaying)
* Red Faction (enjoyed)
* American McGee's Alice (an example of a game that I would have exclaimed over at release, but is frustrating today)
* Amerzone (enjoyed)
* The Secret of Monkey Island (enjoyed, looked forward to replaying) EDIT: I played the original graphics, not the "enhanced" version.

So again, it depends upon what you mean. I play old games because I enjoy them. But they do not provide the same experience to me as a game that has good gameplay AND new, impressive technology. As I said earlier, video games have always been unique among all types of games (board, card, sports, etc.) as a marriage of gameplay and technological innovation.

You may not care about an aspect (I suspect though, that graphics matters more than you realize), but that does not mean that anyone who does is superficial.
But aren't those "very large display with a black level that is a complete absence of light, and an extremely high contrast ratio"-cases rather rare? So that would mean that technically some limitations might still exist but practically, it's completely negligible. I also have to admit that I'm out of my depth when it comes to something like this, so I can't really argue that much here.

Well, you said that the objective difference between a tree from 1998 and one from today is that it is directly related to the ability of a player to immerse himself in a game. That as the game becomes less new and the ability to create visuals increases, the game becomes less impressive. I argue for the fact that there are people who are as immersed and as impressed by the game, whether they play it in 1998 or today (technical limitations, minus the visuals, excluded - I had already said that the ability to move everywhere and stuff like that does matter). Good examples of mine can be the new games that use "retro" graphics/visuals without the (other) technical limitations of the time. (Although the pixellated stuff often looks worse as those worked a lot better on the screens back then.) Unfortunately, there are no AAA/AA productions that use those styles.

I definitely do so as well since the consoles had a terrible influence on the games when it comes to controls, the UI etc (Diablo III was designed for controllers for instance). And even apart from that, I do think that stagnation is bad in general. By the way, the "Great Consolization" began earlier, in the times of the PS2/Xbox when games started being multiplatforms. Around 2008 was more the time when that phase was completed and only specific genres were exlusive to the PC.

Fallout and Fallout 2? I played those two for the first time this year as well. Gameplay like that isn't really that mainstream anymore these days. It works for what it sets out to do. My main problem was the issues with triggers/flags where some things just wouldn't work for whatever reason.
(I also still need to play Monkey Island (only played the third in the series) but the first one is being gatekept by the "enhanced" version which I hate. It should be abandonware though, so I will probably pick it up eventually. This visuals of the new one are atrovious in my opinion.)

Like I said, you have to separate the new technology into different pieces. Take the visuals out and we agree that it's objectively different. A tree is a tree, regardless of the numbers of polygons and the detailed textures.
Had to create two different posts and snip a bit as it got always stuck in "processing".

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F4LL0UT: ~snip~

The truth is that the appearance of things fundamentally affects how we interact with them (the same thing goes for audio or any other feedback games can provide us with). There's pretty trivial scientifically proven examples like the fact that on average red team wins more often than blue team in multiplayer titles because red is more intimidating than blue (there was a study on this matter, conducted using Unreal Tournament, many years ago). We can't even begin to understand what effect far subtler or more complex graphical details have exactly.

Then there's of course this whole discipline of user experience design where even the subtlest of things are used to affect the experience and performance with a product, whether it's a home appliance, an industrial machine, an app or a video game. Ideally UX designers actually utilise scientific knowledge, e.g. about neural psychology, to optimise the effect of even the smallest things - in case of video games, in my experience, most typically the looks of things (well, after the positioning of GUI elements, I guess). If something like the appearance of a button or weapon or enemy or whatever can and often does have as much of an impact on the player's odds of success in a game as the actual properties of these objects, there's simply no denying that graphics do objectively matter, even if the exact impact differs from player to player and even each individual player's exact state of mind at any given time.

Surely there are people, e.g. autistic people, who are much less affected by such factors than the average gamer but even then: in the end graphics do provide factual data. Maybe not actually about the mechanical properties of an object in a game but data that affects our decision-making nonetheless. In the end the length of the spikes on the sprites of Doom's imps most definitely will have a statistically provable effect on the kill/death ratio while fighting these guys, at least given a big enough sample size.

And that argumentation only takes graphics' effect on measurable player performance into account (and not even the fact that graphics directly affect the clarity with which we perceive a game's state). It's ignorant not to acknowledge all effects on the player's psyche, which don't necessarily feed back into the game, as an essential part of the experience with games and of the medium as a whole.

Anyway, seriously, this whole "graphics don't matter" thing that some gamers have going on is pretty much like claiming that the actual words used in poetry don't matter, just the hard information provided by them does.
I actually don't consider myself an elitist, as I don't look down on the people that prefer more detailed graphics. I guess it depends on how you see superficiality. Is it a bad thing or not? If you go outside, just look at a few girls/women and you will see make-up, pretty much one of the symbols of superficiality. But, I actually do dislike a certain group, namely the people that are referred to as graphic whores who only care about the visuals and nothing else. I guess you could say that they are pretty much the opposite of people like me.

You are forgetting though that less details require imagination and is thus often more detailed as when it's presented to you. (Also, some of the anology doesn't work are physical objects are definitely different from something not physical which is always undefined in a way). For instance:

[url=https://vignette.wikia.nocookie.net/doom/images/3/35/Cacodemon_(DOOM).png]https://vignette.wikia.nocookie.net/doom/images/3/35/Cacodemon_(DOOM).png[/url]
https://vignette.wikia.nocookie.net/doom/images/e/e5/Cacodemon2016.jpg

This is what I'm talking about. What is more scary? For me, it's certainly not the 2016 version. There is not much left for imagination and as such it's just: "Oh, that's all?" There is probably a nice phrase somewhere which says that the scariest things are always in our imagination. And if not for that, walking through a graveyard at night would be no problem for people, right?

While I don't claim to "understand" poetry, I would say it's a whole different beast. People who know how to write have a really nice flow when it comes to their texts. Poetry is that taken to one extreme where the form transcends the matter.
Post edited October 20, 2018 by Lucumo
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dal: Always hate pixels. Since 320x200 was the only resolution. Never understend why a lot of a new devs think I want to cripple my eyes with pixels on my 40" 4k monitor. I don't even if they will pay me for that.
So I guess you hate 4k resolution even more? 4k has 129.6 times as many pixels as the resolution whose pixels you are complaining about.

If you don't like pixels, you are going to have to stay away from video games, as *all* of them have pixels, more recent games more so.

Edit: It occured to me that that's not strictly true. Some early arcade games used vector graphics displays, but said games are generally too old for this website, and if you were to play the game on a modern computer, the display would have to be emulated using, of course, pixels.
Post edited October 20, 2018 by dtgreene
Crappy DRM such as Secu_ROM that prevents legit players from playing the game if they had 2 optical drives in their PC.

Well as far a PC games go needing CD/DVD to play the games.

Juggling discs/disk around.
>>>>This is what I'm talking about. What is more scary?

The second one. The first one is just a mess of pixels. If you're scared of low-res blocky pixels, then hey - whatever floats your boat.
People complain about crappy industry practices such as online passes, DLC fleecing and lootboxes but there is an old one that I think is worse than all of them. I mean strategy guides. There was a time when these were really pushed hard. Sierra made their games unfair and punishing just to sell the player a strategy guide that was advertised right inside the game, or get them to call some game hint hotline. Pretty shameless, but thankfully the internet killed that particular nonsense. Especially for a game that relies on its story and atmosphere, you really don't want to feel like the design is compromised to sell you an extra product.
Post edited October 20, 2018 by TentacleMayor
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TentacleMayor: just to sell the player a strategy guide that was advertised right inside the game, or get them to call some game hint hotline.
How did these work, actually. As a swiss kid, those american hotlines mentionned in Sierra games never seemed real, they were a weird abstraction, an echo from a completely different universe. And still now, I can't wrap my head around it.

People actually called a hotline, of people paid to sit on a chair, to wait for calls, and to give clues for adventure games ? How many were working there ? What was the daily schedule ? Was it pre-formatted answers, or open conversations ? Did anyone, ever, in real life, truly call them for real ?
Post edited October 20, 2018 by Telika
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TentacleMayor: just to sell the player a strategy guide that was advertised right inside the game, or get them to call some game hint hotline.
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Telika: How did these work, actually. As a swiss kid, those american hotlines mentionned in Sierra games never seemed real, they were a weird abstraction, an echo from a completely different universe. And still now, I can't wrap my head around it.

People actually called a hotline, of people paid to sit on a chair, to wait for calls, and to give clues for adventure games ? How many were working there ? What was the daily schedule ? Was it pre-formatted answers, or open conversations ? Did anyone, ever, in real life, truly call them for real ?
I've never called one but they were real.

https://www.youtube.com/watch?v=jGi0PWXGgv4
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Lucumo: ...I argue for the fact that there are people who are as immersed and as impressed by the game, whether they play it in 1998 or today.
You already made that point clear, and I haven't argued against it. I frankly find it very hard to believe--and in fact strongly suspect that we're not discussing the same concept. But other people aside, you claimed it of yourself, and I'm of course not going to accuse you of lying, lol. I do genuinely believe that yours is a rare quality, though.

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Lucumo: ...the "Great Consolization" began earlier, in the times of the PS2/Xbox when games started being multiplatforms. Around 2008 was more the time when that phase was completed and only specific genres were exlusive to the PC.
The reason I use the term 'The Great Consolization of 2008' is because the last AAA game conceived and designed for the sensibilities of the PC market and coded for PC hardware was Crysis in 2007--if you don't count Warhead, or The Witcher: Enhanced Edition. Consolization no doubt began earlier, but 2008 is almost exactly when every PC series began getting console sequels (ported to the PC), and the difference in games before and after 2008 is in my opinion marked.

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Lucumo: Fallout and Fallout 2? I played those two for the first time this year as well. Gameplay like that isn't really that mainstream anymore these days.
This is à propos. I am almost certain that I would have loved Fallout had I played it when fresh, for the reasons I outlined in an earlier post. But today, the overall experience is not impressive--and thus immersing--enough to facilitate a tolerance for lacklustre or questionable gameplay. I suppose it's no different than performing work or labor: As long as it's providing benefits, as long as one is profiting from it, one doesn't mind; but if that situation changes, suddenly the exact same activity becomes intolerable.

Mind, in line with this analogy: If one doesn't mind the work in and of itself, the generation of additional benefits is unnecessary. But such benefits would certainly serve to increase the enjoyment.

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Lucumo: (I also still need to play Monkey Island...but the first one is being gatekept by the "enhanced" version...
No, you can rest assured. The "enhanced" version has the original game as well--original graphics and original sound. I made absolutely sure of this before purchasing. I bought the 'Monkey Island: Special Edition Bundle' (first and second game) via Steam, back before I had discovered GOG.

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Lucumo: ...This visuals of the new one are atrovious [sic] in my opinion.)
Yep. And also abominable, and inexcusable, and a big middle finger to the original aesthetic.

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Lucumo: We are talking about whether a tree looking like it's taken from a 1998 game is objectively different from a tree taken from a 2018 game. I said it's not...

...Take the visuals out and we agree that it's objectively different. A tree is a tree, regardless of the numbers of polygons and the detailed textures.
See--now I'm pretty sure I've discovered the issue. You have been mistakenly using the wrong terminology. What you mean is that the two trees are subjectively the same. They are both perceived as trees. But they of course are objectively different.

What you are saying--correct me if wrong--is that the most technologically primitive, or excessively stylized, or photorealistic tree is ever and always merely a tree to you. This is where I would normally make some type of joke, but I'll move along.

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Lucumo: I actually do dislike a certain group, namely the people that are referred to as graphic whores who only care about the visuals and nothing else.
But I do not believe such a 'type' exists. I truly believe this is a Straw Man pejorative created in the console scene as a disparagement of PC gamers. I simply do not believe there is anyone who "only cares about graphics".
Post edited October 21, 2018 by Dryspace
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TentacleMayor: just to...get them to call some game hint hotline.
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Telika: How did these work, actually...

...People actually called a hotline, of people paid to sit on a chair, to wait for calls, and to give clues for adventure games ? How many were working there ? What was the daily schedule ? Was it pre-formatted answers, or open conversations ? Did anyone, ever, in real life, truly call them for real ?
They existed, and I did in fact call Sierra once, when I was around 12 years old. One time.

As far as my memory serves, it wasn't an open conversation. I suppose I would deem it similar to most tech support lines today, in which a person has a hierarchy of questions to ask, and an overall format to follow.

As I recall, I told the representative what my problem was, and he (or she...I don't remember) then gave a series of progressively less vague suggestions until I indicated that I had enough information to get along with.

I really do question though, the notion that Sierra deliberately designed their games as the engines for a hint-based money machine. The fact of the matter is that the average IQ of a computer owner was significantly higher when only "nerds" owned them (until the mid-90s in the U.S.). High difficulty was present in all genres, industry-wide. With a few exceptions, I have only played Sierra's King's Quest games (I plan to change that ASAP), but the only puzzle I know of that is truly ridiculous is the infamous Gnome's name in the first game.
Post edited October 21, 2018 by Dryspace
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Icinix: Having to have custom config.sys and autoexec.bat files for different games so that my AdLib sound card would work properly at the expense of anything outside of the game I made them for.

There are probably heaps, but that's definitely the one thing I don't miss.
Oh man, Ultima 7: The Black Gate is a fantastic RPG but having to mess with the config.sys and autoexec.bat files every time I wanted to play was such a pain.
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Lucumo: ...I argue for the fact that there are people who are as immersed and as impressed by the game, whether they play it in 1998 or today.
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Dryspace: You already made that point clear, and I haven't argued against it. I frankly find it very hard to believe--and in fact strongly suspect that we're not discussing the same concept. But other people aside, you claimed it of yourself, and I'm of course not going to accuse you of lying, lol. I do genuinely believe that yours is a rare quality, though.

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Lucumo: ...the "Great Consolization" began earlier, in the times of the PS2/Xbox when games started being multiplatforms. Around 2008 was more the time when that phase was completed and only specific genres were exlusive to the PC.
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Dryspace: The reason I use the term 'The Great Consolization of 2008' is because the last AAA game conceived and designed for the sensibilities of the PC market and coded for PC hardware was Crysis in 2007--if you don't count Warhead, or The Witcher: Enhanced Edition. Consolization no doubt began earlier, but 2008 is almost exactly when every PC series began getting console sequels (ported to the PC), and the difference in games before and after 2008 is in my opinion marked.

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Lucumo: Fallout and Fallout 2? I played those two for the first time this year as well. Gameplay like that isn't really that mainstream anymore these days.
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Dryspace: This is à propos. I am almost certain that I would have loved Fallout had I played it when fresh, for the reasons I outlined in an earlier post. But today, the overall experience is not impressive--and thus immersing--enough to facilitate a tolerance for lacklustre or questionable gameplay. I suppose it's no different than performing work or labor: As long as it's providing benefits, as long as one is profiting from it, one doesn't mind; but if that situation changes, suddenly the exact same activity becomes intolerable.

Mind, in line with this analogy: If one doesn't mind the work in and of itself, the generation of additional benefits is unnecessary. But such benefits would certainly serve to increase the enjoyment.

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Lucumo: (I also still need to play Monkey Island...but the first one is being gatekept by the "enhanced" version...
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Dryspace: No, you can rest assured. The "enhanced" version has the original game as well--original graphics and original sound. I made absolutely sure of this before purchasing. I bought the 'Monkey Island: Special Edition Bundle' (first and second game) via Steam, back before I had discovered GOG.

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Lucumo: ...This visuals of the new one are atrovious [sic] in my opinion.)
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Dryspace: Yep. And also abominable, and inexcusable, and a big middle finger to the original aesthetic.

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Lucumo: We are talking about whether a tree looking like it's taken from a 1998 game is objectively different from a tree taken from a 2018 game. I said it's not...

...Take the visuals out and we agree that it's objectively different. A tree is a tree, regardless of the numbers of polygons and the detailed textures.
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Dryspace: See--now I'm pretty sure I've discovered the issue. You have been mistakenly using the wrong terminology. What you mean is that the two trees are subjectively the same. They are both perceived as trees. But they of course are objectively different.

What you are saying--correct me if wrong--is that the most technologically primitive, or excessively stylized, or photorealistic tree is ever and always merely a tree to you. This is where I would normally make some type of joke, but I'll move along.

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Lucumo: I actually do dislike a certain group, namely the people that are referred to as graphic whores who only care about the visuals and nothing else.
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Dryspace: But I do not believe such a 'type' exists. I truly believe this is a Straw Man pejorative created in the console scene as a disparagement of PC gamers. I simply do not believe there is anyone who "only cares about graphics".
Hm, maybe. Of course, due to how I am, I am meeting more like-minded people. That's just the way of the internet I guess, when communities are formed around certain concepts or thinking. That's why people like me are not that rare to me (aside from kids who really get into anything, doesn't matter when that game was released).

So the end of the transition period? It does make sense. Too bad that we probably won't get something like Crysis again, unless it's more of a vanity project or the market trends shift that way. As someone that believes that FPS "should" be played with K&M, it's definitely another reason I'm unhappy with the current state.

Well, it always depends on where your priorities lie. As someone who doesn't really value money, I wouldn't do any kind of work long-time, if I really disliked it, no matter the salary. So while I would be technically profiting, I would just go and nope out. (Then again, I probably wouldn't be in there in the first place, although I generally like working and as such, it is unlikely.)

I do know that, but like I said, I hate things being gatekept. It's just like how it's with the Beamdog games. You have to buy the awful enhanced version for more money, only to be able to play the original.

(By the way, I had reached the limitations of the forum. So for some reason both of my posts got merged and I was completely unable to edit anything, especially the typos.)

Hmm...it seems to be a difficult issue to pin down. Does it depend on the angle you view it from? The way I see it is like this: When you go outside, you see trees. The trees may look different but they are objectively all trees, they have the same essence and the same purpose of that essence (the individual purpose of the trees is of course different in that category). However, in games the type of tree pretty much never matters (beech, hazel etc). They are put there to serve their purpose of being a tree. As such, they are objectively the same, regardless of how that tree looks in regards to visuals.

It's hard to imagine but I do believe such people exist. At least I have read enough "disturbing" posts on popular internet forums (NeoGAF, ResetEra and the like). Of course, this being the internet, one can never be sure whether something that is written is genuine. However, I've never encountered someone like this in real life thus far.