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Retro Game Feature 1: Some Great Gameplay Design

There’s something interesting lurking in this common evaluation of retro game popularity as a nostalgia trip. The core idea seems to be that the value of the experience is not intrinsic (actually part of the game experience itself) because the real motivation is extrinsic (outside the game, and in the nostalgic memories stirred up by the game experience). Baked into this seems to be the assumption “Why would you go backward in a medium built on technology?”

We’re so trained into the idea that technology gets better, and old technology becomes obsolete. If tech is about power, speed, and the slickness of capabilities, then why would you want to head backward on that timeline... unless maybe you’re akin to Napoleon Dynamite’s Uncle Rico, and you want to recapture some sense of lost glory.

But this theory falls apart when you see kids getting lit up playing an old console. They are finding real, intrinsic enjoyment in the gaming experience itself. They have no nostalgia to fall back on. They just know that it’s fun.

Advancement shouldn’t only be measured by the powerful capabilities we can wield, but by the nature of the experiences we create. Essentially, how do we define a quality experience?

If we break the hypnosis of chasing after seamless simulation, we can see that games with all different levels of interface sophistication offer compelling enjoyment.

This whole point is made obvious when we consider that we still watch old movies as well as new. We do the same with music. Styles, and the sophistication with which they are done may be different, but put something like Raiders of the Lost Ark up against some bazillion-dollar VFX-laden yawnfest, and tell me - which is the more enjoyable movie? I’m with Indy. And so’s my 13-year-old daughter. Quality is to be found in the substance, and we need to look past the mere surface.

It’s important to be clear here - I’m not saying that new games are all snazzy-looking schlockfests. I’m simply demonstrating the point that slick interface is not required for a good time, and so stepping into the less-slick back catalog of gaming is a perfectly sensible way to find fun experiences.

And while we’re talking about advances in tech, keep in mind that we’ve been taught that newer is better because of speed, power, expanded capabilities, etc. But the way we form and use our tech is also an embodiment of the kinds of experiences we are choosing to have.

These choices aren’t neutral, but shape the character of what we do and how we do it.

retrogamestart.com

https://retrogamestart.com/answers/why-retro-video-gaming-so-popular-its-much-more-than-nostalgia

Finding a Better Measure of Having a Good Time

In another article, I touched on the idea of how we determine if something is fun. I want to expand on those thoughts here.

Early games were severely limited in what the technology was capable of, so gameplay was shaped by what could and could not be done. Games like Pong, Atari (2600), and text adventures made clever use of what was available, and simple, or non-existent graphics were standard fare. But limitations are famously fuel for inventiveness, and good design. Working within the constraints of the time meant game creators had to rely heavily on longstanding principles of what makes for good gameplay. They worked to craft experiences that combined rules (game mechanics) with a measure of novelty, while mixing in challenge. They distilled ideas about what kinds of activities were fun, and found ways to infuse that essence into what they were creating.

In the early days, it was amazing to be able to play anything on your TV, but much of the time, the tech lagged behind what was available at the arcade. This meant the wow factor had to come from the play, since the raw graphics were already not best-of-the-best. Engagement had to be created via well-crafted game designs. Of course, there were plenty of things that weren’t very good (especially in the Atari cartridge market “gold rush”), but there are many that so captured this essence of good design that they still shine today.

Steve Jobs (of Apple fame) worked on the early arcade game Breakout, and noted that the kinesthetic sense (one’s sense of body movement and position) was key to Breakout’s enjoyable gameplay. Spinning the control wheel back and forth in order to slide one’s paddle into place and knock the ball back up-screen to crash into more bricks has a unique “feel” to it. This feel is a combination of body and onscreen movements. Add in the quickness and coordination required to keep the ball in play, plus the reward of seeing bricks chipped away, and you get a simple game that is surprisingly satisfying today, some 40+ years later.

Fundamentally, game graphics are an interface - the way the game represents what is happening, and the actions we are taking in response. Early interfaces were limited by technological capabilities, and were much more primitive than what can be created today. Perched as we are at a point in history where technology allows us to create stunningly believable simulations of reality and fantasy, it’s easy to be blinded by all the visual spectacle, but to understand real fun, we have to press past that, into what really makes a game enjoyable.

Gameplay design involves the mechanics of how the game is played (like Breakout’s paddle only being movable in a left/right direction), and what the objectives are (bricks are knocked out when hit) as well as the complications that create the challenge (the changing speed and direction of the ball under different conditions). When the game’s interface and gameplay are well matched, they complement each other to create a fun experience. Resolution, rendering speed, and all the trappings of simulation are not necessary for a fun game. Whether you are whipping a Breakout paddle around the screen, to keep that ball knocking out bricks, or you are jumping Mario around between platforms, the fact that the interface isn’t presenting high definition realism does not keep the game from being fun. These types of games don’t need realism, and in fact, would likely be less enjoyable if they had it. Their stylized (artfully simplified) approach provides the optimal match of play and interface.

To be perfectly clear - good gameplay design transcends technology. I’m making the point that it’s not exclusive to any level of technological capability. But since my point here is to demonstrate that retro games shouldn’t be dismissed as mere nostalgia, my focus is on how good gameplay creates engaging experiences in older games.

As you play more retro games, one thing you’ll see is that the more recent headlong run into believable simulation has narrowed the focus of popular console gaming in key ways. You see a lot of a specific type of gameplay which is rooted in three-dimensional representations of realistic spaces where your character runs around in a first-person, or over-the-shoulder third-person perspective, and engages in some kind of combat.

This wildly popular game style, that I will call “realistic combat simulation” had its popular breakthrough moment in 1992, with id Software’s Wolfenstein 3D. This was a 3D reboot on a solid 2D game - Muse Software’s 1981 Castle Wolfenstein. id’s follow ups with Doom (and its sequels) and Quake (and its sequels) cemented the style, and loads of imitators showed up to feed the interest.

One interesting connection to this is that the popularity of 3D rendered combat games (shooters, sword fighting, etc, etc) was a beautiful fit for console and computer hardware makers, who could sell ever-more-powerful hardware to handle the higher polygon counts, resolutions, and frame rates. This created something of a feedback loop in which publishers could sell ever more sophisticated games, hardware makers could sell newer, more powerful platforms, and gamers could throw themselves into ever more sophisticated simulations. Advances have continued in believable image simulation, physics, and sound, along with armies of artists creating them. Impressive as these feats are (and they are!), they have created a kind of hypnosis that has a lot of game makers and players chasing a game style which pushes along in this one direction. Nowadays, when someone says they are a “gamer,” the connotation is often that they are involved in some variant of this kind of gameplay: the immersive, realistic, combat simulation of one sort or another.

In doing my research on this, I found that a number of gamers out there are seeing the same thing. They expressed frustration at how many modern games make simulationism a top priority, and sometimes let other game design aspects go slack. To be sure: within the console realm, there are other types of games being played, but this world of realistic combat simulation represents a large, characteristic segment of the contemporary console experience.

I want to call attention to the fact that the popularity of retro gaming raises important questions about the common experiences many are busy flocking to. The questions say “Hey - we’ve left some important qualities of the gaming experience behind.” They call us to broaden our tastes, and they clarify that retro gaming is not at its core, a nostalgia trip.

They call us to wake up from the cultural hypnosis, and discover that the most forward-thinking move can be backward, to retrieve something you left behind.

Let’s run through 5 major points where retro games shine.

retrogamestart.com

https://retrogamestart.com/answers/why-retro-video-gaming-so-popular-its-much-more-than-nostalgia

No, Retro Video Gaming Isn’t Just a Nostalgia Trip

When I started playing retro games again, I got curious about what was driving others to play them as well. Yes, for many, nostalgia is a meaningful part of their enjoyment, but this is only one piece of the pie. Somehow though, many of the articles I have read wanted to peg the retro gaming phenomenon to this. Sure, a lot of players who grew up on these games may be reliving a golden period of their lives by revisiting experiences that were an important part of those times. However, to say that nostalgia is the key is to miss what’s actually going on.

So let’s hit the nostalgia thing first, to get it out of the way. Old-school video gaming can evoke a strong, wistful feeling in people who played these games “back in the day.” The experience combines a sense of comfort with some escapism, bringing back all sorts of positive thoughts and emotions that are enjoyable for the player. It’s like thumbing through old memories, with each taking us on a little journey in the Wayback machine to an idealized remembrance of our earlier years.

Yep. That can be a part of it, but there is a lot more. Let’s explore that now.

retrogamesstart.com

https://retrogamestart.com/answers/why-retro-video-gaming-so-popular-its-much-more-than-nostalgia

Why Is Retro Video Gaming So Popular? It’s Much More Than Nostalgia.

Why are vintage video games hugely popular? Many rush to say it’s nostalgia, but that’s a superficial take on something much richer. Among many reasons, solid game design transcends technology - good games don’t need modern tech to be lots of fun. Learn about what keeps everyone going back.

 

Before we get started, I want to say that my intent is not to say you should play retro games instead of contemporary console games. I will contrast different types of experiences - those associated with vintage gaming, and those associated with a one of the most popular genres of modern console gaming. This isn’t about an ultimate new vs old, but a question about what kinds of experiences we want to have. I hope to broaden our understanding of just why the old school stuff has come back so powerfully, and what it might tell us.

 

Also worth noting: as a part of this discussion, I do call out some unfortunate trends in contemporary game design that are concerning, and worth thinking about seriously.

I’m going to lay out some foundational ideas, then unpack a set of 5 attractive retro gaming features, and then finally broaden out into an overarching theory that speaks to the bigger issues.

retrogamesstart.com

https://retrogamestart.com/answers/why-retro-video-gaming-so-popular-its-much-more-than-nostalgia