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

Was playing the original Art of Fighting and realized it's been a long time since I've seen a game where you punch women in the face until their clothes fall off... used to be pretty common

kingaof.jpg
 
Server browsers for multiplayer games. I remember having favorite servers in CSS and TF2 that I'd ping pong between depending on how many people were online. The servers were never sweaty as fuck, just the same guys getting together everyone, fucking around and having fun.

Nowadays, as soon as a match is over, I will likely never see any of those people again, not like it matters since nobody talks outside discord. Now I'm bummed out, the internet used to be friendlier.
 
This hit me especially hard when I (foolishly) purchased Starcraft 2 in 2010.
Blizzard's instruction manuals used to be works of art.
All I got with Starcraft 2 was a reference card and a 30 day WoW coupon (which went in the trash).
Yeah, a lot of unique art would be in them. I know it's outdated but I liked games tucking the story in there, or just extra info about characters. It kinda gets you in the mood to play the game or something extra to look at after you're done.

I wonder what the last game to include a significant manual was.
 
  • Agree
Reactions: LazyLizard
It's about the scope of your game tbh.
Adding manpower/manhours almost is never the solution, you can't get one baby in three months by getting three women pregnant. Also there's the issue of coordinating those people, but giving each small team a clear mandate also has the side effect of silo-ing the teams and reducing allowed communication. The Forever Winter is far from a perfect game, but it's a team of about 30 people and they've been able to accomplish a lot. The bigger the scale means you need the people to be more talented, not more people with small talent.
 
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