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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!

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[-] ampersandrew@lemmy.world 56 points 9 months ago* (last edited 9 months ago)

games back then were also more focused on quality

This is selection bias. You remember Metal Gear Solid, but do you remember Iron & Blood: Warriors of Ravenloft? Do you remember Mortal Kombat Mythologies: Sub-Zero? Bubsy 3D? The million-and-one licensed games that were churned out like baseball cards back then?

and make gamers replay the game with unlockable features based on skills, not money

If we're going to say that a full-price game today costs $70, Metal Gear Solid would have cost the equivalent of $95. Not only that, but that was very much the Blockbuster and strategy guide era. Games would often have one of their best levels up front so that you can see what makes the game good, but then level 2 or 3 would hit a huge difficulty spike...just enough to make you have to rent the game multiple times or to cave in and buy it when you couldn't beat it in a weekend. Or you'd have something like Final Fantasy VII, which I just finished for the first time recently, and let me tell you: games that big were designed to sell strategy guides (or hint hotlines) as a revenue stream. There would be some esoteric riddle, or some obscure corner of the map that you need to happen upon in order to progress the game forward. The business model always, at every step of the medium's history, affects the game design.

"Value" is going to be a very subjective thing, but for better or worse, the equivalent game today is far more packed full of "stuff" to do, even when you discount the ones that get there just by adding grinding. There are things I miss about the old days too, but try to keep it in perspective.

[-] Carighan@lemmy.world 15 points 9 months ago

“Value” is going to be a very subjective thing, but for better or worse, the equivalent game today is far more packed full of “stuff” to do, even when you discount the ones that get there just by adding grinding. There are things I miss about the old days too, but try to keep it in perspective.

Exactly this.

Games back then were pricier - once you account for inflation.
Games back then did expect you to pay extra - in fact quite a few were deliberately designed to have unsolvable moments without either having the official strategy guide or at least a friend who had it who could tell you.

[-] insomniac_lemon@kbin.social 3 points 9 months ago* (last edited 9 months ago)

Games back then were pricier - once you account for inflation.

That's commonly said but ignores other economic factors such as income, unspent money, and cost-of-living.

Though lots of things are better now: the entire back-catalogue of games, more access to review/forums, free games (and also ability to create your own games without doing so from nothing) etc. Aside from when video store rental was applicable, early gaming was more take-what-you-can-get (niche hardware/platforms might still have that feel somewhat).

[-] ampersandrew@lemmy.world 3 points 9 months ago

That's commonly said but ignores other economic factors such as income, unspent money, and cost-of-living.

Inflation is derived by indexing all of those things. Some things are far more expensive or far cheaper relative to each other, but we approximate the buying power of a dollar by looking at all of it.

[-] anas@lemmy.world 2 points 9 months ago

Games back then were pricier - once you account for inflation.

This has always been a weird argument to me. Did wages go up to match inflation? If not, they’re not actually getting any cheaper.

[-] ampersandrew@lemmy.world 2 points 8 months ago* (last edited 8 months ago)

The median US household income in 1998 was $38.9k, and today it's $77.3k.

[-] Cocodapuf@lemmy.world 1 points 9 months ago* (last edited 9 months ago)

a few were deliberately designed to have unsolvable moments without either having the official strategy guide or at least a friend who had it who could tell you.

Do you have an example?

I knew kids that bought strategy guides, I worked at a game shop that sold strategy guides, and as far as I could tell they were for chumps. People who has more money than creativity.

[-] ampersandrew@lemmy.world 3 points 9 months ago

Cosmetic DLC feels like it's for chumps too, but it's lucrative. The best example is going to be Simon's Quest, without a doubt. The strategy guide was in an issue of Nintendo Power. I'm sure they were also happy to let social pressures on the playground either sell the strategy guides or the game just by word of mouth as kids discussed how to progress in the game. A Link to the Past is full of this stuff too. The game grinds to a halt at several points until you happen to find a macguffin that the game doesn't even tell you that you need. Without the strategy guide, you could end up finding those things by spending tons of hours exploring every corner of the map, but by today's standards, we'd call that padding.

[-] variants@possumpat.io 8 points 9 months ago

There's just so much everything now a days. There's tons of great new music and tons of great new games buried in all the new stuff thats being pumped out that it's hard to find the gems. There's lots of passionate people out there taking the time and effort to try and make the best

[-] HopingForBetter@lemmy.today 4 points 9 months ago

Son, are you crying?

[-] son_named_bort@lemmy.world 2 points 8 months ago

I forgot about hint hotlines. They'd charge per minute and did everything they could to keep you on the phone. I called a hotline once and my parents weren't too happy about it.

this post was submitted on 01 Apr 2024
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