"Videogames are a young media we've learned so much, old games didn't know any better" meanwhile in 92, in a game I never heard of has the most insane level concept that we wouldn't see again until some shit like Uncharted, which would copy it with 1/10th of the gameplay youtu.be/4DuV1GNLlCY?...
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And you can say "Well indie games still do this stuff!" like okay no, indie devs mostly make one, maybe two games in the same genre and then do something else. They have tons of research material, don't build the genre skills many designers in the 90s built.
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This is basically it, where the market right now makes developing those types of genre skills.... not impossible, but very hard. In exchange, we get a lot more artistic freedom, but it's important to acknowledge that loss of institutional knowledge.
Would it be a case of designers in the 90s building up genre skills as a byproduct of, well, them being employed to make specific genres of game over and over again?
So I think the most interesting pressure with arcade games were competitiveness. You see people talk about how arcade games were unfair BS and that could be true, but they also had to give you something immediately. They needed a high Fun-to-Quarter ratio, while also being fast.
Somewhat on topic and curious to hear if ya have the time to espouse it. What are arcade design sensibilities? Growing up arcade games were always kinda neat but I never really got the chance to play em. And whenever someone brings it up I have no real context for it.