thecybird

Funny Mechanical Birb Artist

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Voidpunk agender aromanic asexual.
A robot from 404 years in the retrofuture, roughly in the shape of a California Scrub Jay.
> play "/sounds/caws/*.ogg" shuffleloopall
@hungybirb for vore type content


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bruno
@bruno

I really really need people to understand two things.

First: Sometimes people talk about games in the 90s and early 2000s being 'AAA' games because they were headliners for their publishers or even platform sellers, big important titles that had a lot of marketing force behind them. That's fair. But do not take this to understand that the scale of production in any way resembled what we call 'AAA' today, or that this concept even existed. Symphony of the Night, the last great hurrah for 2d home console games, was made by a core team of roughly 20 people. These productions were what we'd consider small-to-midsize today, they just had a dramatically different place in the market. More programmers are credited on Blasphemous (2019) than on Symphony.

Second: It is very tempting to compare the median game coming out today to the games we remember from this era and assume that games back then were better, or that they were made better, or whatever, but no. The median 16-bit era game is not Symphony. It's The Mask for the SNES (1995). Most games are not masterpieces today and they weren't masterpieces back then.


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in reply to @bruno's post:

To the first point, I would say that in understanding the roots and nature of the blockbuster game, you have to begin with the assumption that for these games, the scale of production was and is treated as an end in itself. If you want to get more specific, the things to look out for are simulating reality in fine detail (IE achieving a certain photorealism), and the size of the world itself and the options it makes available to the player. Symphony of the Night wouldn't fit this, both because it doesn't present itself as realistic and because it wasn't that big a project on Konami's part, but games like Metal Gear Solid, Final Fantasy VII, and Shenmue absolutely would. If you want to trace blockbuster games back to their very beginning, then you're probably looking at the early 90s PC space - any other system prior to or even contemporary to that doesn't quite allow the scale of investment and experience we normally associate with blockbuster games.

I want to agree with the second point, although there are consequences to it that I really need to work out at some point. Something something the ills of the retro gaming scene of today following somewhat from an increased focus on your average games of the era.