71996e No.16355537
What are some old game mechanics you still see in modern games, despite the fact these mechanics only existed in the past due to programming limitations? I'm talking about
>acquire item by touching it
>title screen
>menus
5948df No.16355551
>>16355537
>What are some old game mechanics you still see in modern games, despite the fact these mechanics only existed in the past due to programming limitations?
Game Overs. Needing input to progress. Gender binary.
cd847f No.16355557
>>16355537
Turn based games weren't because of hardware limitations(Ys is proof of that), but because they were emulating classic Dungeon Crawler games(Wizardry, Might and Magic, Ultima), which were based on Pen and Paper RPGs like Dungeon and Dragons, that were turn based.
61fc53 No.16355567
Save button. Never trust autosaves
803ba8 No.16355579
>title screens only existed due to programming limitations
Are you retarded?
ee8121 No.16355583
>acquire item by touching it
I would be fucking furious if I had to press some button for each health/energy pickup in any Megaman game. It was quite annoying in Castlevania 64 to pick up any shit from the ground. The only exception I could accept is subweapons in most Castlevania games to prevent unexpected switching.
8efc7f No.16355588
>>16355537
>acquire item by touching it
>programming limitation
Limitations had nothing to do with that decision - it was purely to improve the flow of gameplay you fucking retard.
ac9399 No.16355601
How about
>making 2d games with 3d game engines
or "2.5 games", as they're commonly known. Devs in the eighties made 2d games because that was their only option. Indie fags now have 3d game engines they can use to make 3d games, but still choose to sidescrollers and other 2.5d shit for some reason.
8efc7f No.16355605
>>16355601
>but still choose to sidescrollers and other 2.5d shit for some reason.
Probably because 3D modelling and animation is far more labour intensive than animating 2D sprites.
6cc817 No.16355615
>>16355605
Good quality 2D is more costly than 3D, especially if you're doing pixel art for modern resolutions. There's a reason and Capcom and SNK use 3D instead of 2D now, and it's not just a stylistic choice.
ee8121 No.16355620
>>16355601
>2.5d
A dimension is a dimension, you can't say it's only a half.
9cb252 No.16355621
>>16355620
What's time then
102e2b No.16355625
>>16355551
White characters
609880 No.16355660
>>16355551
>implying you can see game overs in a modern game
50ac36 No.16355667
>>16355601
Not every game needs to have a fully explorable 3d environment, fag.
e15425 No.16355670
>>16355615
But does it have to look ugly? Trine looked pretty good.
97d94c No.16355677
62d0b8 No.16355678
Not a mechanic per se but FUCKING PRE-RENDERED CUTSCENES. The only reason you'd need to interrupt the game with an FMV is if you need to present visuals aren't feasible to render on the target platform. Despite this, cutscenes in 10s era games that clearly didn't need pre-rendering (Metal Gear Rising: Revengance, Spec Ops: The Line, Deus Ex: Human Revolution…) still shipped cutscenes in shitty 720p30 Bink video that looks awful at modern resolutions.
355153 No.16355680
>>16355670
Trine looks amateurish and garish
792248 No.16355681
>acquire item by touching it
This is perfectly suited depending on the game, not just due to programming limitations. Why would you want to press a button to pick up things in a game like Quake?
792248 No.16355686
>>16355678
There's still valid limitations and tradeoffs with that. For example there's no chance of an animation glitch in prerendered cutscenes. I do wish Bink would fuck off though
b1116d No.16355750
>>16355625
>>16355551
>Game Overs.
'Game Over' is a state of failure more for the game designer.
>Needing input to progress.
AI in games before wasn't so good so you had control your character to finish the game.
>Gender binary.
Gender Binary is a by-product of storage space limitations in older titles.
>Heterosexuality.
Heterosexuality is an artifact of the glitch in the old system.
>White characters
White characters were only used because of the limited color palettes of old computers.
f3539b No.16356684
>>16355537
Gameplay. It only existed because games didn't look good enough to be movies so they needed something else draw people in. There's no reason to have gameplay in video games these days.
27d492 No.16356718
I like how this thread could have been:
>things we had in games we played years and years ago
>found them in more recent games to much of our surprise
>smile, with a sense of familiarity
Instead it turned out:
<everything is so fucking shit
<just kill me now please
<we will never play a good game again, boohoo
Pro-tip: if you can't find good games, you're in the wrong hobby. Try gardening or knitting.
06ab6a No.16356730
>programming limitations
Every mechanic you see in 2D modern games could have been done in older games.
b19860 No.16356789
>>16356718
Tell OP not to start with a loaded and presumptuous question and then back it up with extremely retarded examples
c9c81b No.16356859
>>16356718
Gardening is pay to win bullshit unless you're ready to grind for hours every fucking day
bf3c3e No.16356864
>>16356859
Its called not being a shit. Gardening is fuck easy 90% of the time.
c9c81b No.16356878
>>16356864
What about the other 10%?
efe4d3 No.16356891
>>16355750
>4% is 2 out of 5
>4% is 2/5 of americans
>4% is 40% of americans
WHERE DID THIS CUCK GO TO SCHOOL
582f84 No.16356903
>>16356878
You live in South Africa and niggers skin you alive for 20 dollars.
c299f2 No.16356905
aadf50 No.16356914
>>16356903
>You live in South Africa and niggers skin you alive for 20 dollars.
<10% chance
Fair price to pay for non-shit tomatos.
77cf4c No.16356922
>>16356891
Math is a tool of the patriarchy to oppress minorities.
Even if xer math was wrong that isn't important as xe FELT it was right.
It was used to start a conversation, and that's a good thing.
7f2723 No.16357033
>>16356922
Math was invented by Racist White people to make good jobs more difficult because they don't like it when Black folks get ahead.
de790e No.16357071
>>16355537
>Aquire item by touching it
>When even in NES times video games had mechanics that allowed you to pick up items by pressing a button.
>Title screen
>A screen with the name of the game and often important information as well as a way to redirect you to other screens that are necessary for gameplay like password screen or new game, instead of having to press new game every time you enter a screen.
OP do you have autism?
c49719 No.16357939
>>16355601
3D graphics have always been an anathema to 2D mechanics. They fundamentally confuse and obscure collisions zones making it more difficult to design tight, demanding action and level design in 2.5D games. Keep the 3D in 3D games. 2D games deserve hand-drawn 2D graphics.
ee8121 No.16358088
>>16355621
>half-time
Makes sense.
caeb39 No.16358140
>>16357939
I think Tropical Freeze did a good job of easily identifying what was foreground and background. Sometimes models are more clear than sprite layers where I think I can jump on a darkly colored rock only to fall through and die. It has to do more with visual design and following a clear aesthetic than anything else. That said, I do usually prefer 2D to 3D, especially in 2.5D games where it feels so unnecessary. Compare modern Kirby, which play similarly to older titles with a flat, static camera, to Kirby 64 with what felt like true depth and a dynamic camera (Pokemon 5th Gen did similar things despite being isometric 2D).
cbea57 No.16358202
>>16357939
>They fundamentally confused and obscure collision zones
Smash Brothers has this problem in spades. Characters can only move along a single 2D plane, but the hitboxes for their attacks and bodies exist in 3D space. As a result, you can miss with attacks that look like they should've hit.
a06481 No.16358235
OP could have picked something like lives. Lives exist as limited failstates where you can restart at the level's checkpoint with your high score, but force you to restart your game when you run out. Save files wound up making lives obsolete in the end. So devs just give you either infinite lives or just drop a shit ton of 1ups to make the game accessible in one playthrough.
cd847f No.16358251
>>16358235
Lives were more a carry over from arcade games, where they were used to determine how much you can play the game, before you need to insert another quarter.
c49719 No.16358256
>>16358251
>>16358235
Go to bed Edmund, limited retry systems are an integral mechanic for establishing risk-reward tradeoffs and developing good pacing.
cd847f No.16358262
>>16358256
>Edmund
I don't know who that faggot s, nor do I want to know
>the rest of all that bullshit
And yet games like Doom had excellent pacing without lives. Should all games that take more than an hour or two to complete, say 30 also have a limited lives system? At least admit, that arcade games, used them as an excuse to eat more quarters.
b1116d No.16358296
OK. Instead of me making passive aggressive remarks about OP's stupidity, I'll explain why OP's thread is shit even if he didn't give those retarded examples. Even genuinely antiquated mechanics like a password system can be given new life in games like SMT:SJ where it is used to summon demons with specific stats at the cost of maccan. Lives can be used as a compromise on an ironman mode of certain games. I remember an article that considered limited storage space as an outdated.The industry already considers entire genres to be obsolete and seeks to chase trends and modern expectations. I really don't give a shit what some armchair/shit dev thinks is an outdated mechanic.
9db379 No.16359334
>>16358262
>And yet games like Doom had excellent pacing without lives
He's the shit-eating indie faggot who makes trash like Super Meat Boy that first started this argument because the only games with lives he's apparently ever played are Super Mario Galaxy.
>And yet games like Doom had excellent pacing without lives.
Doom is many things, but well-paced has never really been one of them. Both the ability to restart levels infinitely and the ability to save and reload an infinite number of times meant that tension only ever built up near the end of a given level, assuming the player limited their saving behavior. Risk-reward mechanics in Doom typically work on only an isolated, localized level within levels where for instance it might bait players into grabbing that big weapon or soulsphere with the implied response that it would warp in a bunch of monsters somewhere once grabbed. Long-term cohesiveness from one level to another is largely missing from Doom and in fact most levels were designed to be beaten from a pistol start so the ability to carry your gear over from the previous level isn't all that big either.
I think I've probably conflated one argument for another here so let me clarify. Not only do lives limited retry mechanics support the development of risk-reward systems, but they also facilitate the design of good pacing by forcing the developer to think about long-term cohesiveness and consistently of challenge between areas. Lives are not in fact "some relic of unfair quarter-munching design", they were picked up and continued to be used in console games for decades because they work well. And if you knew anything about arcade history you would see that the trend in most early arcade games was in fact to allow players to rack up unlimited numbers of extra lives if they had the skills. The world records for a lot of these games feature the player getting up from the machine for a bathroom or food break because they're stacked up so many extra lives that they can afford to walk away for a bit. That's not quarter-munching design.
9db379 No.16359350
One last point. A case for quarter munching in relation to lives can really only be made for a very limited number of arcade games that do not allow the player to ever increase their extra life stock, such as Metal Slug or the Raiden Fighters series. Most arcade games feature some way to increase the number of retries on a single credit which is in fact the complete opposite of quarter munching.
82b0ec No.16360427
>>16355537
>acquire item by touching it
>title screen
>menus
I refuse to believe you're that stupid. With that out of the way, two mechanics carried from older arcade games that somehow made their way to early console and PCs:
Score in Megaman (the first game) even though there's no highscore screen, no way to save it, they don't impact the gameplay (no reward such as lives up) and are all around pointless in that kind of game.
Lives in Wolfenstein-3D since you would still lose all your stuff after death while being returned to the begining of the level… plus lives didn't have any importance since there was a save feature…
>>16358254
The brainlet doubled-down with:
>i've already found out how bad my math is. you don't need to take this whole 'realistic' thing serious, i just kinda like using math sometimes
"Using math" and failing at it, just like he likes to write stuff sometimes, but fails to understand how letter capitalization works. I'm so glad those entitled retards are telling the rest of the world how they should run their lives.
d58153 No.16360516
>>16359334
You can always quit and restart from the beginning of the game when you die if you want to make it challenging (Doom only takes around five hours to beat). Why is an in-game life system necessary?
2f1166 No.16360535
>>16358235
What about Mega Man? Losing a life sends you back to a checkpoint. Losing all your lives sends you back to the level select screen. Saving at least one extra life for a boss can help you essentially refill your health. At the same time, don't waste your ammo, because that doesn't come back when you die. And if you're just a shitter and can't beat the boss regardless, then fuck you. Go back to the level select screen and come back when you're not shit.
>And yet games like Doom had excellent pacing without lives.
No game that lets you save and reload whenever you want has excellent pacing, unless you actually get rewards for not doing that. Otherwise it relies on the player making their own rules, like not using the save feature to its full ability, in order to make any actual sense of pacing.
>>16360516
You might as well say the devs of Mario 64 intended for you do to the A Button Challenge. At that point the player is creating their own game. It's not what the devs delivered to them.
67f91d No.16361390
>>16355583
Pressing to pick up works very well in horror games though.
2f1166 No.16361449
>>16361390
Horror isn't a real game genre. It's a story genre. You wouldn't call something a comedy game. It's still whatever gameplay genre it would normally be, but with a comedic tone. Does Ratchet & Clank stop being a shooter/platformer because it has comedy in it?
5538ff No.16361877
>>16359350
Yes, but the amount of time you need to practice to git gud enough to do that is so great that you've already invested enough quarters into the game for it to have been worth it. In fact, it's probably done deliberately so that the player feels he's got one over on the game creators by mastering the ability to get extra lives, when in fact mastering that skill cost him more time (and therefore quarters) that he otherwise would have spent playing the game if it didn't have that "challenge".
71996e No.16364881
OP here. I should've explained my examples.
>acquire item by touching it
I meant the notion of touching an item rather than the character being animated to pick it up with its hands, and/or eat the item if it's food. Just touching the item seems like it's going inside the body like a sponge absorbs water.
>title screen
Title screen are a relic from arcade days, you should really just start at the first level - provided you have a manual that tells you how to play, and/or some way to configure the game while it's paused.
>menus
Menus, like in RPGs, aren't needed, not even item and save menus. You can manage everything realistically in a game. Say you have a sword; just press a button to unsheath it. Or say you want to save, go to Candy Kong's save booth. It just works.
b1116d No.16365265
>>16364881
The guy who gave the first reply here.
You are still a fucking retard.
>I meant the notion of touching an item rather than the character being animated to pick it up with its hands, and/or eat the item if it's food.
Not a mechanic and it slows down the game unnecessarily with stupid animations.
>you should really just start at the first level - provided you have a manual that tells you how to play, and/or some way to configure the game while it's paused.
Besides how plenty of games have different modes of play, you don't want to have load a the whole game only for the player to exit it start a new game.
>Menus, like in RPGs, aren't needed, not even item and save menus. You can manage everything realistically in a game. Say you have a sword; just press a button to unsheath it. Or say you want to save, go to Candy Kong's save booth. It just works.
Besides the retarded one-size-fits-all mentality, it is extremely contrived and adds almost nothing.
ee8121 No.16365383
>>16364881
>Title screen are a relic from arcade days, you should really just start at the first level - provided you have a manual that tells you how to play, and/or some way to configure the game while it's paused.
Black & White did it this way, and it was fucking annoying, at least a minute of automatically loading the last autosave on contemporary hardware, and only after that can I open the menu to select a different savefile leading to another minute of loading. I don't want to see this kind of shit again.
The other guy is correct, you have brain problems.
efef85 No.16365569
Of all the games that have been destroyed by retards, RPGs have had it the worst by far. People want all the gameplay removed so they can drool over the same shit story that has been repeated LITERALLY (as in actually literally) hundreds of thousands of times. The only games left in this genre are an occasional eroge every half decade.
f5a3ce No.16369402
>>16355620
My nigga TJ """"""""Henry"""""""" Yoshi is in the house.
c3f56b No.16369429
>>16361449
Horror is a story genre. Survival horror is a game genre.
2166c0 No.16374220
>>16374045
>>16373833
>>16374206
Is this a coordinated series of false flag posts intended to be annoying for the purpose of making people hate torposters so everyone agrees banning torposting on /v/ is fine?
If so, it's working
2a8a71 No.16374617
>>16364881
You're one of those fags that thinks every game should strive for realism and "immersion", aren't you? Those things still exist because they're convenient, realism be damned.
c0baba No.16375095
>>16361877
That's nothing intrinsic to lives systems themselves though.