• @TropicalDingdong
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    73 hours ago

    I think something worth noting about older games too is that they didn’t try and deal with many of their limitations head on. In fact many actually took advantage of their limitations to give the feeling of doing more than they actually were. For example, pixel perfect verus crt. Many 8 bit and 16 bit games were designed specifically for televisions and monitors that would create the effect of having more complexity than they were actually capable of. Other things like clever layout designs in games to limit draw distance, or bringing that in as a functional aspect of the game.

    The technical limitations seem largely resolved by current technology, where previously things were made to look and feel better than the hardware allowed through clever planning and engineering.

    • TheTechnician27
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      2 hours ago

      Oh, absolutely this. I think the YouTube channel GameHut is a great example of the lengths devs went to to get things working. In Ratchet & Clank 3, Insomniac borrowed memory from the PS2’s second controller port to use for other things during single-player (PS2 devs did so much crazy shit that within the PCSX2 project, we often joke about how they “huffed glue”). The channel Retro Game Mechanics explained and the book “Racing the Beam” have great explanations for the lengths Atari devs had to go to just to do anything interesting with the system. Even into the seventh generation of consoles, the Hedgehog Engine had precomputed light sources as textures to trick your brain.