I remember home computer and PC games coming in big boxes full of goodies. Especially RPGs often had a poster sized map, a story book, a monster guide and a manual. Also the copy protection often was a physical device like this rotating pirate head thing in Monkey Island, the manual itself or a card that was difficult to copy and could only be read with the included filter glasses.
post
"Not based on money" As if quarter eaters and movie tie-in games haven't always been a thing. ET being a notable example.
Also have you played Deltarune?
Infocomβs were the best.

You got sunglasses, a microscopic space fleet, a donβt panic pin, postcards, and something to read.
This brings me back. I grew up with older brothers, watching them play through games that I didn't have the skill to complete. I remember my oldest brother playing Donkey Kong Country and slapping nearly every spot on the ground to find hidden bananas/balloons, and exploring to find the hidden games and levels. I learned a lot by sitting back and watching until it was finally my turn to play.
I, myself, never made it to the Special world on Super Mario World, but my brothers did. I can't be sure if that's the first place I saw the words "gnarly" and "tubular," but only because Teenage Mutant Ninja Turtles were equally as popular in our early 90s household and they definitely used that "surfer" language too. I just remember thinking those words sounded weird and funny, and have a strong mental connection between them and this game.
I don't really have a point to this comment, just reminiscing...
No microtransactions. Games were games. It's by no means inherent to games back then, and we could absolutely have that again. But, that would require gamers everywhere to suddenly not be whores to mini little dopamine hits like gambling and dark pattern addictions in order to push the industry's overton window back towards responsibility, respect, and integrity.
No game updates meant they sold a finished goddamn product, and if you found a glitch you could explore it. No online play meant there was no constant data collection for bug finding or license checks (for some games, in which the only way to opt out is not to play), and you weren't locked out of the single player or split screen co-op story if you disconnected the internet. Nowadays they're the fucking game police -- you must only play the exact way the devs intended, and your fun is heavily conditional.
Every game wasn't a blatant cash grab. I'd gladly give up updates in exchange for games that are complete upon release and have no pay to win or fomo elements.
I remember spending ages reading the original Homeworld manual/ lore book.
Nostalgia makes us lie to ourselves.
Have you ever noticed that almost all of the retro games worth playing happen to be the ones you played back in the day? But the games you didn't play don't hold up? What a crazy coincidence.
Game design is better today than it has ever been, and it keeps improving. All those old mechanics still exist. You just don't have to slog through hours of bullshit to get to them anymore. Unless that's what you want, in which case that is also available.
If you want a manual, play Tunic. If you want punishing difficulty, play Hollow Knight. If you want to delve into new games with unknown mechanics that you figure out as you go, play UFO 50. There are so many options, and you never need to see a microtransaction unless you want to.
Most of the games I liked back in the day don't really hold up, though. Like, I loved the NES version of Strider back then; it had a strange and intriguing plot, I loved the trappings of the dragon-shaped space station and the plasma sword and the magnetic boots that let you walk on the ceiling, and I was a total sucker for any hint of metroidvania-type progression. But when I try to play it now, I notice the controls are awful, the collision detection is janky, the level designs are dull, and the "triangle jump" is nearly unusable.
Whereas I tried Clash at Demonhead, and that's surprisingly decent. A little simplistic, sure, and it bogs down as you get further into it, but it's pretty amusing. Same with Guardian Legend: I can't get through it, but I can definitely see the appeal. Edit: it may have been clear from context, but these are ones I didn't play back in my youth.
I do love indie stuff, though. I just played through Alwa's Legacy, and that one is quite good. (Some people might find it too easy, but I tend to appreciate that at this point. I don't have the reflexes I once did.)
So I tend to agree that there's still great stuff around. I just don't think nostalgia is the whole story with retro games. I think a lot of it has to do with the retro games being the work of a big studio, even though the mechanics today would be relegated to an indie studio. There are subtle ways that affects the experience, that I think people are unconsciously aware of.
But yeah, there are great games out there today, especially on PC.
I think your nostalgia period being in the NES era might just be too early. Successive attempts at an idea in any medium often fall into the following pattern:
Attempt one is explorative and clunky with no pre-existing material close enough to the target idea to draw reference from. The second now having hindsight fixes the most glaring issues from the first. The third and beyond do the same, but with very diminishing returns as most of the available improvement space was already claimed by the second release, which then becomes the nostalgia sweet spot where the familiarity vs. missing QoL ratio peaks.
My favorite game from my childhood is probably Age of Empires II, and that holds up well enough to still have a massive active community around it. Note that it's a second release.
The "sweet spot on release two" thing is probably also the reason for the very real "Valve can't count to three" thing. Valve's developers have generally been more interested in mechanics and technical innovation than storytelling, so they lose motivation to continue after a second release knocks out most of the available improvement they can do, even if the last release leaves a story unfinished.
Edit: Just to be clear, I know I'm not really replying to the main point you were making. AoE2 being a big studio release even adds to it. I don't think anyone has mentioned the whole survivor bias angle either.
Yeah, despite some of the stuff happening in the AAA and hardware spaces, we're still in the golden age of gaming. I have a few favorite games from the 90s, but if I had to pick between everything released prior to 10 years ago and everything already released since, I'd still go with the latter without hesitating. I feel sad for anyone not finding enough new hits to feel the same.
Playing on the TV or a shared computer required social interaction to negotiate time, had other people see / watch you play, played together, etc. Playing games was a social activity. Contrast that with getting isolated into your own screen, all that happens is between you and Activision, Activision holding the leverage.
They were not heavy on pay-to-win and they paid their devs better to put more love into the games and make the designs and stories shine more.
The HOMM3 book was my favourite for ages after getting the game. Studying all the stat's and comparing them against each other.
You are just wrong with both things in the title. Game mechanics weren't better, that's just objectively false. And replayability is very much dependent on the game, no matter when it's from.
My guess is that it's one of or both of these things that make you say that:
β’ You only play AAA games, the most surface level boring shit that never does anything interesting.
β’ You're under the spell of nostalgia, only remembering the very best from back when and not taking your memories into account for comparison.
There are so many great and interesting games being released, more than ever, with mechanics that couldn't even be imagined before. And as said, replayability is completely depending on what game, both old and new. There are tons of new games with infinite replayability, both with and without mods. There are so many games now that have so much, both in depth and wideness, that replaying them can feel like completely different games, that just couldn't exist before.
It's sad that so many of you seem to think this post is true, you're missing out by either not evem trying to find the good newer good stuff or being so deep into your nostalgia holes that nothing will ever be good. I feel sad for everyone who is stuck in both or either holes.

all 33 comments