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Path: ...!Xl.tags.giganews.com!local-2.nntp.ord.giganews.com!news.giganews.com.POSTED!not-for-mail NNTP-Posting-Date: Sun, 04 May 2025 14:08:03 +0000 From: Spalls Hurgenson <spallshurgenson@gmail.com> Newsgroups: comp.sys.ibm.pc.games.action Subject: Re: What Have You Been Playing... IN APRIL 2025? Date: Sun, 04 May 2025 10:07:48 -0400 Message-ID: <inse1k59g87inki682tg6fjhlna0spo0r1@4ax.com> References: <ltr61k11k4fh7rnhin5gelvobncin0mmq3@4ax.com> <vuvue5$2qgu6$1@dont-email.me> <k0f71ktgl851a330bn9uuja6fk8t6t42vb@4ax.com> <vv0g66$386pv$3@dont-email.me> <b7m91k5md7st1m9ev8ticefa08j0le7dft@4ax.com> <vv78na$1ibii$1@dont-email.me> X-Newsreader: Forte Agent 2.0/32.652 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 48 X-Usenet-Provider: http://www.giganews.com X-Trace: sv3-lGK0ES335NgEeR2sIi+2+4qbF3pVauxLOz4Ttt3Jg0dn9iiECb2R76hfI21J+mJWdvA+HleozQXFwVi!qmi6jPU2S1VC93Atwtr4hlub0bpPjxbhFINm7vwZmMINmQfKIx6Ho5QmEQOWScqMryKFpaqr X-Complaints-To: abuse@giganews.com X-DMCA-Notifications: http://www.giganews.com/info/dmca.html X-Abuse-and-DMCA-Info: Please be sure to forward a copy of ALL headers X-Abuse-and-DMCA-Info: Otherwise we will be unable to process your complaint properly X-Postfilter: 1.3.40 Bytes: 3656 On Sun, 4 May 2025 09:32:40 +0100, JAB <noway@nochance.com> wrote: >On 02/05/2025 15:58, Spalls Hurgenson wrote: >> Well, I can't speak specifically to the Speccy. It wasn't my device of >> choice and I've very little familiarity with its software. But a lot >> of the ports to PC and Apple (where I did have familiarity) did suffer >> from the problem. There were, of course, exceptions but even in games >> like "Zork" you could sense this underlying philosophy; make things as >> hard as possible for the player to extend the duration of the game. > >I tend to agree. With their limitations there was only so much content >you could put in so if you knew exactly what to do you could >play-through a game in a few hours or so. As you say to increase the >actual game time the easiest option is just make it hard to know exactly >what you had to do. > >I remember some of the early text adventures and you could easily spend >half-an-hour working out just how to get past a problem. Then there was >Manic Miner with it with its massive single screen level count of >twenty. I spent many hours playing that but I never got past probably >level fourteen or fifteen. > And yet... the games WERE fun, weren't they? Because for all that I point out the foibles of early game design, I never want to imply that we didn't have a blast with them, or that they weren't well-made games. Just that they reflect a different design philosophy and I think that modern games (mostly) use a better one. But it's this conflict --as well as various technical issues, not the least being the god-awful controls of yesterday's games-- that makes it hard to enjoy a lot of these older titles. And it makes the few exceptions all the more impressive when they --despite their eye-gouging visuals, ear-bleeding beeps, hand-cramping controls and ruthlessly antagonistic mechanics-- still manage to hold up as good games to this day. It's one of the reasons I dislike modern 'retro' games in general, because they are aping the form without realizing it's not the pixelated graphics/etc. which made these classics so beloved. We love them DESPITE those limitations. We love them because they SURPASSED those limitations. Just slapping on a veneer of retroism is a lazy appeal to nostalgia without an understanding as to why we're nostalgic in the first place.