Small features in games you miss - Reason #13532 why modern games are shit

typing/speaking vulgarities & slurs
I agree, but that's more of a wider internet/social issue.
Despite the "abhorrent" insults and slurs, I genuinely think people were way more mature 20+ years ago.
Remember when successive games in the genre used to have little nods and callouts to each other? SimCopter being able to load SimCity maps, importing the Sims 2 toons into SimCity 4? R&C giving a little bonus when you got a prior save game file in your memory card?

You don't get much of those these days.
Yeah all the Sims games were really good with that in the early 00's. I think you could use your characters from The Sims in Sid Meier's SimGolf if I remember correctly.
 
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I miss when games had a scope and scale that they were actually trying to achieve rather than iteration for iterations sake. Everything that's remotely successful seems to be updated, sequeled, or remastered to death, just to add meaningless improvements in graphics, marginal balancing changes, and depth to mechanics beyond comprehension.

The endless sequelization of games, and media in general, has cheapened a lot of what I used to love. Call of duty black ops gorrillion sure looks nice, but it's a shame that it'll take a petabyte to store so that I can look at dogs asshole wrinkles down to the micrometer.
Realism in graphics is clearly the biggest concern to every single gamer ever, that's why minecraft now and previously tetris were the best selling games of all time. True mechanical innovation, genre creation and re-invention, and performance are for fools. Oh and the games are $70 now, $60 just wasn't enough to pay for all those polygons.

Games as a live service doesn't help either, Warthunder is going to have to start sending Belorussian шпионки-шлюхи to skunkworks' engineers to leak yf-53's stats if they want new content in the game soon. You can't just make one game with a defined time period set from one year to another to explore the interactions of technology at the time: no, you have to be tortured grinding vehicle after vehicle to progress through the ages If you really want that one particular vehicle, why not shell out some cash for premium? Why not just buy a premium? Oh and the higher the tier of premium vehicle the more vehicles it can efficiently research... what about $80 for that premium plane for your grind?

Tarkov is coming up on a decade in beta. To quote wikipedia 'Beta is a feature and asset complete version of the game, where only bugs are being fixed.' This statement is clearly untrue in modern game dev, beta just means 'eh, if it runs like shit and doesn't fucking work don't blame us.' At least the Russian devs could be bullied into giving the people who payed $150 for the game before, the same thing they charge $250 for now - PvE.

And the worst part about all of this - it's just economics. Shipping out a finished product is risky and has a lower potential for earnings. Why put in the development time for a game that might just not sell well? Why not sell horse armor for $2.50? Why not charge $430 for a coomer skin? Every bit of this complaint would have been called a slippery slope fallacy a decade ago, but here we are falling off a cliff. Most of what I said could be refuted by pointing out that indie games avoid all of these issues, but that's only true until they're successful - the moment anyone on an indie development team develops some business sense they're going to update and try to charge you in some way, sequelize, or remaster. Remember PUBG, Insurgency, or KSP when they were released? Remember them a year after release? Updated, sequelized, remastered.
 
Colorful manuals, packaging. Cartridges. Cartridge hardcases (Sega Genesis+Neo Geo). BIG time.


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Sitting down to play a game felt so much more like a relaxation ritual than now with everything digital. I know that sounds silly, and it is, but it is true. Also miss CRT televisions.

Even PS1 packaging, despite it being CD based, was beautiful. Getting a game actually felt like getting a game not some digital download code on a fake CD. The dual CD cases were my fav. Xenogears, RE2, MGS. Getting a brand new copy felt epic.
 
Honestly nuts to me that the SWITCH of all fucking things has an easy "edit last minute of gameplay and post it on socials" button. Granted, Steam got that feature now too, but holy shit was it long overdue. I don't wanna run some third-party software just in case I see a funny ragdoll after 85 hours of gaming.
 
Clean, adless main menus with a bit of unobtrusive background footage, easy to access features, and an ost that draws you in without becoming repetitive. A lot of games from 2000s and the very early 2010s nailed the first impression pretty well.

I remember some games having an idle preview screen of gameplay ON the startup menu. Demo reel, that's it!



Do games even do that anymore? Hell, some menus in games are BARELY interactive in the background anymore.
 
Clean, adless main menus with a bit of unobtrusive background footage, easy to access features, and an ost that draws you in without becoming repetitive. A lot of games from 2000s and the very early 2010s nailed the first impression pretty well.

Just getting a solid, memorable main theme in general is something a lot of games just don't bother doing and it sucks.
I will forever remember the menu theme from Garden Warfare because even if it's some dumb game i sunk way too much hours into as a kid, it's such a perfect fit for the game and it's so unique that just by hearing the first few notes i could identify it even today despite not having played the game in years.
Music in general is something that's getting dumbed down a little too much sometimes. I loved that game's ambiance because it innovated in a lot of ways that i never saw replicated elsewhere ; from having several versions of a lot of its musics to fit the gameplay's intensity to having a completely different musical ambiance for both sidrs of the game, it really tried to sell its "immersive" side and despite being some dumb cartoony game it managed to do it extremely well. Hell, the music is so memorable that to this day i am entirely unable to whistle because after just a few seconds i by default start whistling some of this game's music. It's insane.
 
Demos. Most systems had demo discs with their magazines that let you try several games (some unreleased) before buying them, and they would always have these great menus that set the scene. The Gamecube discs were mostly exclusive to store kiosks, but they were still great and sometimes did extra things like let you send a demo to your GBA. Wii really dropped the ball, but PS3 and especially 360 felt like every single game had a downloadable demo for a while, DS had its download stations, PSP had a bunch of demos you’d download through your PC, it was all great.

Demos are still around now, even prerelease, but the experience feels more sterile and mostly limited to indies. Even the Switch kiosks feel really bland and calculated.
 
Finite lives and hard fail states. Games like Super Mario Brothers or Contra gave you a fixed number of lives, ways to earn more by playing well (or cheating), and then when you ran out YOU WERE DONE. If you died too much, you went back to the beginning. No level restart and grinding.

It's such a simple and effective way to create a "journey" for your players. Level 4 isn't just a copy-paste of level 3 that you just chose to play; it's a harder place to reach, it's rarer ground because sometimes you ran out of lives before you go there. Going to a new level meant something because you don't always get to see it. A single death is a minor setback; you just replay part of your current level. You learn that death is just part of the journey, failure is recoverable, but repeated failures are heavily penalized. You earn your frustration by your failure to learn and improve.

I've save scummed my way through my fair share of games, and enjoyed the modern versions of checkpoints and level exploration. But beating those never meant the same thing as gambling your run on your skill, measured in lives.
 
I thought there was already a thread like this, but I'm fine posting again.

Unlockable costumes and weapons were already mentioned. It feels like Resident Evil 2 Remake was the last to do that kind of thing.

Difficulty settings that changed the way the game is played. Not just damage dealt and recieved, but enemy spawns, new abilities, etc.

Hierarchical items, weapons, and enemies (outside of RPGs) and power fantasy. I know that's a dirty word these days, and that design is meant to be balanced, but sometimes you just want to go full rambo and mow down a bunch of guys with an OP machine gun of clear rooms of enemies with a bfg.

Dedicated servers.

Colorful manuals, packaging. Cartridges. Cartridge hardcases (Sega Genesis+Neo Geo). BIG time.
Specially designed cases. Dreamcast pal cases were shit, but it's better than the NTSC where is was a bog standard CD case. Speaking of which, region specific cases. The fat PAL PS1 cases vs the US tall boys. Nintendo DS PAL fat clear cases vs the US thin and black.

Demo discs specifically. Game magazines too while we're at it.
 
Demos. Most systems had demo discs with their magazines that let you try several games (some unreleased) before buying them, and they would always have these great menus that set the scene. The Gamecube discs were mostly exclusive to store kiosks, but they were still great and sometimes did extra things like let you send a demo to your GBA. Wii really dropped the ball, but PS3 and especially 360 felt like every single game had a downloadable demo for a while, DS had its download stations, PSP had a bunch of demos you’d download through your PC, it was all great.

Demos are still around now, even prerelease, but the experience feels more sterile and mostly limited to indies. Even the Switch kiosks feel really bland and calculated.
i remember buying cereal just to get the demo disks that came inside
 
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