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There's no doubt that the gaming industry has advanced in many, many ways compared to it's infancy. Looking at Atari 2600 games or original Nintendo games and comparing them to the stuff of today is perhaps not far off from comparing a Technicolor Fantasia to an IMAX Avatar. They can do more now than ever before...

...and yet, it feels like they're doing less.

I have a distinct bias against games that lack stylization, and go for looking as realistic as possible. I like games that take an old-school approach. I tend to have a heavy favoritism for games that incorporate certain elements that characterized yesterday - and which most everything today has tried to distance itself from.

I look at all the games that line the shelves - and will be lining the shelves - and let out a sigh. Ultra-gritty action shooter with a crime theme. Ultra-gritty action shooter with a sci-fi theme. Ultra-gritty action shooter with a warfare theme. Yet, I'd be fooling myself if I didn't believe the same slock would have been around 'back in the day' if they were capable of it.

Art through adversity. When they weren't capable of making ultra-realistic graphics, they had to take much more creative approaches. If Metal Slug was made with today's technology, I've little doubt it would have ended up looking like Gears of War. Yet, because they couldn't, we ended up with a game with a ton of charm and characters that didn't need voices to give them characterization.

Sure, there were many games that still tried to go for a realistic look, but because they weren't capable of doing so, they had to find creative solutions. That seems to be gone now. They no longer have to be creative, they can just perfectly copy the real world... and that just seems all kinds of lazy.



You can say a lot when you can't say anything at all. The characters from Jet Grind Radio had maybe about 2 lines of speech, plus a few grunts and yelps when they did tricks or got hurt - yet, you didn't need a ton of back-story or monologues to understand them. Just from their appearances, gestures and expressions, you could tell more about them than two hours of cut-scenes.

And yet, they go with the two hours of cut-scenes. With very few exceptions, I haven't seen a character that blew me away with his or her character design in any game of this generation that aimed for realism. Nathan Drake may have a few humorous, witty one-liners, but that doesn't change the fact that his character design was pretty bland... unless we're talking about Donut Drake. Indiana Jones was pretty real looking (maybe because he was being played by a real man), but that didn't stop the designers from crafting a look for him that was iconic and instantly recognizable - Drake, by comparison, looks like... just some guy.

Stick to what you're good at, and don't waste my time. There used to be a time when games were what you paid for. You bought Sonic 2, and you ran at break-neck speeds and killed robots. You bought Street Fighter II, and you told a bunch of dudes and one chick to go home and be a family man. This was enough. Hell, this was more than enough. We played it, and when we were done, we played it again. It was fun in it's most purified form - why would we wanna stop?



Now look at games. Collect 500 Agility Orbs. Complete 333 ambient freeplay missions. What the hell? Do we really need to add a bunch of chores to our games? I assume this is done to keep people 'playing' longer (thus, preventing used sales), yet it does the exact opposite for me. Maybe, if you'd put the time spent planning out these horrific collect-a-thons into making the game a much more fun and enjoyable experience, I wouldn't sell the game because I'd want to play it again? Nah, sorry - I guess that's just too much to ask.

Maybe I'm just some crotchety old man who sees things with rose-tinted glasses.Wait, no - that's wrong. Fact of the matter is, I'm right. Things WERE better back then, precisely because they weren't. It's become obvious to me that, with only a few exceptions (and those exceptions are usually relegated to budget titles, digital releases and portable games), the games of today lack a creative punch because they no longer have to have it.



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Back then we had games like Earthbound and River City Ransom.

Today we have Bioshock and anything Suda 51 does.

A balance exists to me.
You just described my game design motto there, "Less is more".

Minimalism should be the way to go. The more overcomplicated in gameplay a game can be, the less will be my overall enjoyment, and it won't be the fancy graphics, music or plot that'll keep me playing.
And the same reason we keep going back to the old school titles we know and love.

They really should sit down and think more about this.
You said it! Boo realism!
Stick to what you're good at, and don't waste my time

Hear hear.
Eh. While the amount of freeplay missions in the Saboteur was excessive, for the most part I enjoyed doing them. They weren't chorse -- only towards the end because of their numbers.

There are good games now and there were good games then. I agree that there need to be games that do more stylistically to set themselves apart, but I disagree when you say everything was better back then.
I agree with most of this. I like characters that aren't based on reality. There's no restrictions. Look at an iconic game character like Mega Man. He has his own unique world. He doesn't have to make sense in ours and the game is better because of it.

I miss color in games. I don't think games strive for realism these days as much as they adopt the same gritty aesthetic. Take a game like Gears of War. There's nothing real about beefed up no-necks with chainsaw guns fighting subterranean aliens. They're cartoons. Gritty, ugly ones but still cartoons. But why oh why does everything have to be brown, red or gray? Uncharted may have a generic, realistic hero but at least his world looks alive. It even make fun of other games by including a "next-gen filter" in the options menu. It makes me wonder if devs are just uninspired or truly feel like people want the same bland, colorless world in every game.
The only military shooters I need are Contra and Ikari Warriors. Other than those, fuck 'em all!
@Occams
Sure, there's still some people out there taking creative approaches, but it's just not the same as before.

Many games from yesterday were trying to be realistic, but they were all taking different paths to get there. That's what made a game like Zero Tolerance so different from True Lies, even though they were both going for a gritty action shooter. Now that we've all arrived at the same point on portraying realism - I can't even tell the difference between Kane & Lynch 2 and True Crime: Hong Kong.

@Kaibun
While too simple can be just as bad, I'm just really sick of games throwing in a bunch of fluff for the sake of lengthening play time. While I don't want extremely simple games, I don't want games that would alienate a newcomer as soon as they pick up the sticks either. It's all a balance, and when I see a control map that takes longer than 1 minute to understand, you've failed.

@TriplZer0
For the most part, I liked The Saboteur, but that just killed it for me. Just too damn many freeplay missions, and they were only fun in extremely small doses to begin with.

If they had taken the time they used to plan those mini-missions out to instead make the main story more fun and enjoyable, I probably would have kept the game just to play through it again. Instead, I sold it and don't care to ever play it again.

@KdWthTheGldnArm
I think it's a mix of both. Devs make these games because people buy them, but perhaps people buy them because devs are too uninspired to make anything else.

@mrandydixon
Damn straight!

@Everyone else who commented and fapped
Thanks, I appreciate it! Surprised it got some feedback, considering I was pretty sleep deprived when I posted.
I'm just hoping we'll kind of see the "pendulum effect" here, and that eventually people will get sick of "gritty ultra realism" and then we'll get enough style and colors to make our eyes bleed and it will magical and amazing.

On the collect-athons though, I must agree with you. Scavenger hunts =/= fun game design. Ditto for cutscenes - sure there have been good ones, but on the whole, if the game was fun, I wouldn't need the cutscene as a "reward" in the way it's being used mostly. And if the game IS fun, then why the fuck are you going to interrupt my playtime with a movie that might contain some kind of relevant information or, unforgivably, be unskippable.

For serious, though, get off my lawn with that noise.

:)

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