Stitch on 30/8/2011 at 16:17
I started reading your post, got the the middle, and then, sure enough, I eventually reached the end.
Eldron on 30/8/2011 at 16:25
I'm not sure if I feel old or young when old pc rpg's could easily be taken for an iphone game.
As for the style of game just being a limitations of the tech back then, it's not purely that, it was the fact that they were limited to not being able to do realtime 3d environments, but then tailored their gameplay around it.
It was just like when games were not able to handle advanced landscapes and arbitrary positions with ease when civ came out, yet civ stuck with 'tile' based for ages because the gameplay designed around the limitation was so well done.
Vernon on 30/8/2011 at 16:27
Quote Posted by Yakoob
YAAAAY PEMPTUSSSS :D :D :D
I yay almost every time he posts
:brofist:
Ulukai on 30/8/2011 at 17:38
Quote Posted by Stitch
Don't get me wrong, I'd also love a thoroughly 3-D full freedom dungeon crawler as that would scratch a completely different itch, but the guy whose childhood was cast deep in Dungeon Master's shadow just got a new game to hotly anticipate.
Word. Never had DM but (
http://en.wikipedia.org/wiki/Bloodwych) Bloodwych filled the 3D-Tile based RPG void for me back in 90/91. (And it was split screen two-player!)
Yakoob on 30/8/2011 at 17:42
Quote Posted by Stitch
No, for gameplay. That old tile-based fixed-perspective gameplay, which complete freedom of movement doesn't touch. It's a bit like the recent-ish rebirth in sidescrollers despite 3D games supposedly doing them in fifteen years ago.
Not really; this "rebirth in sidescrollers" (as if they ever died) is not caused by nostalgia or fantastic gameplay (seriously, 90% of them play exactly the same), but simply the fact anything more complex is out of the reach for an indie team / garage programmer these days. And platforms like Steam and XNA made indie development far more possible than it used to be, hence why such a sudden influx of copypasta platformers and puzzle games.
Stitch on 30/8/2011 at 18:32
Quote Posted by Yakoob
Not really; this "rebirth in sidescrollers" (as if they ever died) is not caused by nostalgia or fantastic gameplay (seriously, 90% of them play exactly the same), but simply the fact anything more complex is out of the reach for an indie team / garage programmer these days. And platforms like Steam and XNA made indie development far more possible than it used to be, hence why such a sudden influx of copypasta platformers and puzzle games.
(
http://www.metacritic.com/game/wii/new-super-mario-bros-wii) I wasn't talking about Braid, champ.
Admittedly a few high profile release don't exactly make for a surging comeback, but there certainly does seem to be a rediscovered sense of "oh yeah, these were fun, weren't they?"
Sulphur on 30/8/2011 at 20:28
Quote Posted by Stitch
No, for gameplay. That old tile-based fixed-perspective gameplay, which complete freedom of movement doesn't touch. It's a bit like the recent-ish rebirth in sidescrollers despite 3D games supposedly doing them in fifteen years ago.
Don't get me wrong, I'd also love a thoroughly 3-D full freedom dungeon crawler as that would scratch a completely different itch, but the guy whose childhood was cast deep in Dungeon Master's shadow just got a new game to hotly anticipate.
Y'know, I get yours and Renz's and Melan's argument about 'scratching the itch'. Perhaps my disdain for this stuff lies in the fact that I always found it stilted to unnatural degrees, unenjoyable because of the stuffiness contained within pacing four inches at a time forever, along countless, faceless labyrinths and cloisters. I might've enjoyed the narratives and the RPG-ness of some of them, but the interface never jived with me. On the other hand, I love me some oldschool side-scrollers like Rayman/Prince of Persia/Mario/Limbo/what have you, and I love 3D games with all the bells and whistles on. And that's because they're two completely different types of games.
These - Dungeon Master, etc. - on the other hand, seemed the best we could do at the time, functional for what they were, but certainly found wanting in the usability department. Those problems were solved with time, and we didn't ever look back until now. I can't relate to any craving to go back to something that intentionally curbs its believability/playability today to evoke the limitations of the past; perhaps there's something to the 'feel' of the gameplay that I'm missing, or more that hasn't been articulated quite yet by you folks, but I see this and all I feel is, 'gee, this could be
better'.
Eldron on 30/8/2011 at 21:50
Ultima underworld came out before lands of lore though, so it's not entirely due to being limited by the tech.
But what stands true is, if one didn't enjoy how it was back in the days, he probably wont enjoy it today either.
Sulphur on 30/8/2011 at 21:57
UW1 did have pretty high system requirements at the time for what it was though, IIRC.
Eldron on 30/8/2011 at 22:11
Quote Posted by Sulphur
UW1 did have pretty high system requirements at the time for what it was though, IIRC.
I would say there was a high thirst for freedom in movement since it was so new and fresh, with the sequels of LOL and might and magic going full motion, but I guess the same holds now, we've gotten so used to it that it's refreshing to see the old again.