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The Ugly Truth About Classic Games. They Are Terrible.

jeff-vogel.blogspot.com

31–40 of 64 posts

Re: The Ugly Truth About Classic Games. They Are Terrible.

#31
The original Crystal Quest of the mid to late 80's on monochrome Macs and the early color version on the Mac II were great (but not MultiFinder compatible). Very addictive and fast/smooth which was a feat on the 8 and 16 MHz machines of the era. (Not to be confused with later rewrite which just wasn't the same)

Just the other day I was wondering about getting an old version of the OS running under SheepShaver to try it. I'll probably dust off an old machine instead.

Re: The Ugly Truth About Classic Games. They Are Terrible.

#32
post #18

one thing to recognize is that modern games generally have a lot of high-cost content. this is stuff that teams of 100+ people have to work on for 2+ years to make. so in that sense it would be really surprising if modern games didn't appear substantially better to us than in the past, when teams were tiny by comparison

Excellent point. I remember it was a huge deal that Wing Commander 4 cost $14 million to make (mostly because it included a great deal of live-action video, the fad of the day). Now that's peanuts for a AAA title.

Re: The Ugly Truth About Classic Games. They Are Terrible.

#35
Broadly, there are two types of games that are important enough to remember years (or decades) later: those that are ground-breaking, and those that are good. Ones that are only breakthroughs can stay remembered for their historical significance, even though new iterations improve upon their formulas and eventually surpass them. Games that are good for reasons beyond being a technical breakthrough are the ones more likely to describe as "timeless" or "classic." Ultima VI sounds like an example of the first: quite a breakthrough in terms of mechanics, interaction, and storytelling at the time, but surpassed by later innovations. Starcraft (the first) would probably be the iconic example of the second: everything about that game already existed (in fact, it was somewhat obsolete on launch for still being 2D), and there has been tons of innovation in RTSes since then, but it was simply executed so well that it was not only remembered but actively played for over a decade.

In practice, many games are both. For example, the original Half-Life was a breakthrough for FPS games in tightly integrating an engaging story into the experience. Integrating the story in such a way has become standard fare by modern FPS standards, but Half-Life remains playable and enjoyable today. The graphics are dated (and a little painful), but the gameplay is rock-solid, and the story is still significantly better than 95% of what's on the market, both in terms of what the story is and how it's told. Deus Ex also ages well. It's gameplay innovation of putting RPG elements in an FPS game is now quite standard in FPSes, but the plot makes the game fun to play. Its gameplay innovation isn't really obsolete yet because there isn't something significantly better, but it is exceedingly common, and yet Deus Ex remains a better game than most other games that use it. I strongly suspect Portal will fall into this category as well--portals are cool, but when I think of Portal I think of GLaDOS and the Weighted Companion Cube. As a game, it is held up by way more than just a technical gimmick.

Unrelated: My personal favorite timeless classic is X-COM: UFO Defense (known as UFO: Enemy Unknown on the other side of the pond), which is apparently available now on steam, 17 years after its release.

Re: The Ugly Truth About Classic Games. They Are Terrible.

#36
post #27

I know it is all a matter of opinion, but as someone who dabbles in game development (I am an admin of the Dark Mists MUD, after all), here is my perspective: If you look across the spectrum of oldstyle games, there are a few aspects off the top of my head that were responsible for our fun: challenge by control limits, challenge by time limits, and challenge by perfection (restarts, saves, etc). Joust is a perfect ex…

mentioning WoW inevitably leads me to consider the social component. Especially once I reached the endgame, one of the main sources of enjoyment in WoW was my interaction with other players. Sure, there were social aspects to arcade classics (leaderboard w/ initials) and I'm sure those aspects were crucial to some players' enjoyment. But now that I've played MMOs, Facebook games, predominantly multiplayer FPS's (Unreal Tournament, Halo, etc), it's difficult to play an old-school RPG for very long because it almost feels like playing WoW on a server where you're the only account. Too static, too lonely. I've never played any game in the Ultima series (a sad omission in my experience, I'm sure), but I have a feeling that many gamers of my age and (especially) younger perceive a similar hole in a lot of old single-player games.

Re: The Ugly Truth About Classic Games. They Are Terrible.

#37

Timeless classic games: - Super Mario 3 - Super Mario World - Mega Man X - Baldur's Gate Still 100% fun. Dunno how they manage it.

Toe Jam & Earl

I played Panic on Funkotron first, after which the original was painful and disappointing. Panic on Funkotron is fantastic though!

Re: The Ugly Truth About Classic Games. They Are Terrible.

#38
By this metric "Citizen Kane" is dull, Beethoven's symphonies sound tired, and Phidias statues are so déjà vu. BTW did you read the Odyssey? Ha, they don't even have rail guns, stupid Achaeans!

I still love playing PacMan, etc. Actually I can't stand modern games at all out of the "casual" ones, because they're just too demanding, and I have no time to spend for this. I don't need any special involvement to play PacMan, Activision Enduro, or Intellivision AD&D. They're fun, anyway.

Re: The Ugly Truth About Classic Games. They Are Terrible.

#40
post #36
post #27

I know it is all a matter of opinion, but as someone who dabbles in game development (I am an admin of the Dark Mists MUD, after all), here is my perspective: If you look across the spectrum of oldstyle games, there are a few aspects off the top of my head that were responsible for our fun: challenge by control limits, challenge by time limits, and challenge by perfection (restarts, saves, etc). Joust is a perfect ex…

mentioning WoW inevitably leads me to consider the social component. Especially once I reached the endgame, one of the main sources of enjoyment in WoW was my interaction with other players. Sure, there were social aspects to arcade classics (leaderboard w/ initials) and I'm sure those aspects were crucial to some players' enjoyment. But now that I've played MMOs, Facebook games, predominantly multiplayer FPS's (Unre…

What about two-player Duck Hunt or Mario? Excite Bike? Bubble Bobble? These and many other games allowed people in the same room to play with and compete against each other. I remember hours of fun doing that with my parents and friends. When it came to RPGs, we would take turns progressing in the same RPG; one of us might grind the levels up while the other slept. Tabletop games had this same feel.

And on many levels -- just my opinion -- it is more fun to play with people I know than to play with a bunch of strangers, especially groups of people selfishly interested primarily in their own advancement in the game. This is one reason WoW bores me. The social arenas in online gaming are usually annoying, something to tolerate rather than enjoy.

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