visual (+ui/ux) designer
& composer of video games
— Seattle, WA —

(Prev: studio visual designer @ bungie)

PUSH RUN BUTTON
super famicommie | frequently yells dead cell
MAX 330 MEGA PRO—GEAR SPEC

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They (7yo and 3yo) make no distinction between old and new games because they know no distinction. It's fascinating. Like, the concept of graphical fidelity seems to have never even occurred to them, outside of the time I showed them what Minecraft looks like with ray tracing.

I've been thinking about this largely because I was playing SNK's The Last Blade on my NGPC during the blackout this last weekend, and my 7yo asked me if the other character I was fighting was another player somewhere in the world via online multiplayer "like in Halo". And like, it sounds silly on the surface but it's indicative of this really interesting paradigm.

When I was a kid, the NES was two generations old and it was something I thought of as "old" hardware. And I loved it. It was history. I could draw the line through a trilogy of NES Mario games and eventually to Super Mario 64. It gave me context. Granted, I also just really loved the NES games I had access to. Jackal, Rygar, you know, the good shit. By the mid-00s I had gotten into NES and SNES emulation and my piano teacher gave me some ROM packs in .zip files that I could run in zSNES or SNES9X or whatever it was. Suddenly I could learn and absorb SO MUCH about games that I didn't otherwise have access to in real life. Those things were formative for me and my understanding and appreciation of games.

But my kids don't have that. They just have floor to ceiling shelves full of (checks pricecharting collection tracker) let's call it around 2500 games, plus all the stuff that's digital on newer hardware. It's all on an even playing field for them so far. It's fascinating. My 3yo said a 2D 8-bit pixel art game "looks like Minecraft, but all flat!" the other day. I dunno. I've just been thinking about this lately. I wonder how that will develop, and what kind of relationship they'll have with games as they grow up. I'm not some weirdo trying to turn my kids into tiny clones of my dumb ass, so I'm not like giving them any kind of curriculum or whatever like you see unhinged sickos talk about on reddit or whatever. I just try to be there to like, help them when they have questions and stuff.

If anything, the weirdest part of this so far is finding ways to help my oldest when she asks for a recommendation. I haven't quite got a read yet on the types of games she prefers, and neither has she, which is fun! She's a kid, trying stuff out and developing her own taste and stuff. I think that's neat. So I try to take note of common themes or elements in games that she likes. Lately it's been a lot of first person games that are inherently relaxing or methodical, with minimal friction or challenge. Minecraft on creative mode, Power Washing Simulator, stuff like that. But she seems to be getting into third person platformers a bit now? I fired up that new native PC port of Jak & Daxter the other day and she got into that. She's also starting to dabble in Tony Hawk on the free skate mode. I'm thinking about asking her if she'd be interested in playing that PS5 Ratchet & Clank game, that's got a no-death mode as well. She also REALLY wants to play my Japanese copy of Gun Survivor 3: Dino Crisis with the Guncon 2 and I'm just like . . . I have no idea how that would go lol.


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in reply to @andrewelmore's post:

i remember discovering this stuff when i was in middle school or thereabouts. i used to spend a lot of time playing games in emulators, i grew up playing chrono trigger and earthbound the same as people a decade or more older than me. i think the notion of graphical fidelity not mattering to them is really interesting, because i feel like it almost doesn't matter to me either? my own internal sense of whether a game "looks good" has nothing to do with how high fidelity the graphics are, and i always attributed this to like, conscious effort on my part to reject the assumption that photorealism was good or an ultimate goal of computer graphics, but maybe my experiences with old games and indie games when i was young had something to do with it.

Right?? That's why access and preservation are so important. The more stuff you experience, the deeper well you have to draw from for inspiration. Also, just like, the act of being able to explore such a vast treasure trove like that is just invaluable in and of itself.

And yeah, it's definitely always come down to art direction. I still have that almost naive sense of wonder for what people are capable of pulling off on a technical level, I'm still a big time Digital Foundry dork who's endlessly fascinated by that stuff, but that fascination extends backwards too. Like, the way they faked parallax scrolling on the NES with games like Shatterhand and Batman Return of the Joker give me the same sense of awe that I get from UE5 Lumen tech demos.

I also don't see photorealism as anything resembling a goal, I'd much rather have games that look like Rez or Internal Section, or heck, I might argue the combination of art direction and graphical fidelity peaked with Virtual On honestly. But yeah, I think it's super interesting the way my kids just don't even draw that line at all, like it never occurs to them. Granted, they're very young!! But it's been interesting to watch unfold over time.

I've experienced this with my son as he grows up, and it's brilliant. There was never any distinction between anything, just games waiting for us to play them. As a teenager he's now more than happy to spend his own money on experimental indie games with unusual art styles, because it's still just games to him, and it seems I've at least shown him that games can be pretty much anything.

Mine are the same. 7 and 4. They like Super Metroid, they like Sonic Mania, they like Minecraft, they liked Forza Motorsport 5, and they don't comment on the graphics at all. When I was 8 and a Spectrum player and I first saw an Amiga screenshot (of Crazy Cars II or something), I joined the power race at that exact moment lol (now I don't care either)

Fun ages for games. You might also try Hohokum with your oldest, a nice chill experience that's pretty easy to play with each other. Machinarium was a surprise hit with my daughter around that age as well. Like introducing a new vegetable to dinner, it's fun to get them to try different games on occasion just to see how they engage with it.

Ooh, good call! The Hohokum soundtrack gets regular play on the living room turntable at the kids' request, but I haven't really thought to just fire it up for them for some reason lol. Machinarium is an interesting one as well, I haven't played that since it came out so I don't remember it super well, but it's worth a shot!

That's rad. Retro games are rad! It can just be difficult for younger people to get into if they've only played modern games. On that note, I will always be thankful to my older sister for bringing home a copy of the original Silent Hill back in the 2010's. That experience showed younger me the value in old games.

I've thought about this pretty much since my wife got pregnant. He's about to turn 3 and is on the cusp of playing games. I made a RetroPie with NFC cards so I can hand him something physical over time and not just pick ROMs from a giant list. Hopefully I can make the older games feel more significant, though judging by your kid's reaction - older games are still cool (and they always will be if we share them😁)

Link to his RetroPie post: https://cohost.org/copySave/post/168459-nfc-retro-pie-my-so

(Seriously can't wait to start playing games with him!)

My kids are getting older (19, 17, 11) but that had been my experience when they were younger; everything was this weird flat space, especially with Virtual Console blurring old & new. But I think that's how I experienced fiction at those early ages; I generally had no idea whether what I was reading was from that year or decades before; it was on me to piece together what I could and maybe suddenly realize stuff. That said, 2 things stand out at me from when the kids were younger. 1) "what do you like about that" always led interesting places when I asked them to elaborate. Like REALLY fascinating observations about how they perceived what they were doing, what they were being asked to do, even just their perception of 2d/3d spaces, but also how meaning gets constructed. Very seldom gave me a good sense of their actual TASTES, but tended to lead to insights about how they thought. 2) In Middle school, my daughter got really interested in horror games but didn't want to play them herself, and her siblings were too young to watch. So she started asking me to get up at 5AM with her to play through horror games while her siblings were asleep. She made the decisions and solved the puzzles and I drove, which freed her to speculate and discuss and pontificate and gave an incredible vehicle for her to kind of work through ideas (and anxieties and hopes and jokes etc) in this weird dawn half-awake state.