- cross-posted to:
- games
- cross-posted to:
- games
cross-posted from: https://lemmy.world/post/13809164
Ignoring the lack of updates if the game is buggy, games back then were also more focused on quality and make gamers replay the game with unlockable features based on skills, not money. I can’t count the number of times I played Metal Gear Solid games over and over to unlock new features playing the hardest difficulty and with handicap features, and also to find Easter eggs. Speaking of Easter eggs, you’d lose a number of hours exploring every nook and cranny finding them!


I disagree. I’d much rather play FF1 than play the latest FF game. Modern Final Fantasy games are way too easy for my taste. They’re more like movies with a load of very soft mechanics, with all the sharp edges sanded off.
That’s really common across the board. I know a lot of people love modern Soulslike games but I much prefer the fast, crunchy combat of a game like Zelda II over the smooth, floaty, anticipation-based controls of Dark Souls.
There’s a lot of other comparisons like this. The original Metroid is very rough, lonely, and lacks an automap which makes it easy to get lost. Later games in the series surround you with helpers that eliminate all sense of isolation and bombard you with hints and automaps that make it impossible to lose your way.
Lots of modern players would call these systems “objectively better” and I won’t contradict their preference, I only deny the objectivity of it. As I see it, many of these improvements are actually tradeoffs. Many modern players, for example, hate getting lost. Well I like getting lost and a lot of modern games simply won’t let me! I like getting stuck in games and having to do serious problem solving to figure it out. Many modern gamers get impatient and give up on games like that. They might even call it excruciating, as you do.
Anyway, none of this is intended to convince you to be a retro gamer like me. You love what you love and hate what you hate. I just hope it’s a little bit clearer why folks like me have all this nostalgia, as depicted in the comic.
Final Fantasy XVI was good though… Not even the same genre as FF1, really, so dunno if I’d compare them.
I’m sure it was, my comment was just stating my preference. That’s the main direction this whole thread seems to have taken: me defending the validity of preferences for retro gamers.
It seems a lot of people are puzzled by this and actually just believe that these old games are objectively worse. To me, that’s really sad, because it represents a failure to communicate and understand one another.
But that’s the thing, just because “the newest final fantasy” is bad, doesn’t mean that today’s games are bad, just final fantasy. Don’t compare final fantasy 1 with 14, compare it with idk, octopath traveller or similar.
Don’t compare old Metroid with new Metroid, compare it with hollow knight.
Etc etc
I agree with your critiques of modern games, especially the part about floaty anticipation-based gameplay.
But I gotta disagree about Final Fantasy 1 being harder. It’s not hard; it’s just tedious. There’s no beating it without grinding, and the grind is the same thing, over and over, with no variance. If tedium is your thing, great, but the biggest barrier to beating Final Fantasy 1 is boredom, and I don’t think that’s good game design in any decade.
So just to be clear, I’m not talking about difficulty in a fair game. Bubble Bobble is possibly my favorite NES game of all time, because even though it’s stupid hard, the controls are so tight that every death is your own fault.
I also have nostalgia for these old games. I’d just never try to argue that they were better from a design standpoint. The industry has come a long way. Standards are higher, and the artform has grown.
Believe it or not, some people like grinding! There’s an element to grinding-based RPGs that you don’t really see anywhere else: the ability to tune the game’s difficulty level on the fly, through your own gameplay. If you’re stuck on a section of the game, you can decide to grind a lot until it’s trivially easy to pass, or you can grind less and try to push your luck.
FF1 is really nice for this because you can’t just save your game anywhere, you need to stay at an Inn in town or spend a tent/cabin/house to save on the world map. You can’t save your game in dungeons at all. This means your expedition into a dungeon must be completed in one go.
Since grinding is the way you make your party stronger (and hence the dungeon easier), you can decide how much grinding you want to do before taking a shot at the dungeon. If you mess up and the party gets wiped, well that’s too bad! This really does give the game a push your luck mechanic and allows you to try to conquer the dungeon with a minimal amount of grinding.
Later games in general tend to go out of their way to avoid this at all costs, with the exception of Soulslike games that I mentioned earlier (as well as Roguelikes, which I happen to be a huge fan of), because game developers are often quite afraid of players losing progress (and players have become accustomed to this).
Metroid is also like this. You can spend a lot of time grinding your energy back to full or you can push your luck and try to explore without getting hit. It’s a challenge that later games in the series heavily mitigated by providing abundant recharging stations.