8 Reasons Why Old Games Were Better

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Platforming games! Racing games! Fighting games! Adventure games! Horror games! Shooting games! Puzzle games! and even Sports games! We used to have it so good. So, what went wrong? I have wanted to make this video for quite  some time now. Why are older games better?   That’s what we are going to talk about in this  video. Sit tight and grab a cup of coffee, tea,   or whatever you prefer because  this is going to be a long one. Before we get to my points and reasoning for  why I’m saying this I need to tell you where   I’m coming from regarding the gaming landscape.  Especially because younger audiences lack the   perspective of a gamer who has seen it all  growing up unless they have researched it   but even then they don’t have personal experience  with how gaming was back then and how it is now. So, I was around when games looked like this! The first gaming system we had at home was  Commodore 64 computer with a cassette deck,   no less. That’s what our parents got us when  we wanted the Nintendo Entertainment System   but they found this guy who was selling his  C64 and it was much cheaper than the NES. When we were picking it up the guy who was  selling it asked me what kind of games I   liked and I mumbled something out of  my mouth like “Super Mario Brothers”   and he was like okay and loaded  up Giana Sisters from one of his   multi-game cassettes and I thought okay  if it’s this or nothing I’ll take this. Of course, we could never load that  Giana Sisters game anymore because   none of us in our family really knew how  to use the damn thing. But mainly because   most of the stuff we got was very legal  copies with multiple games on a single   cassette meaning you had to be pretty precise  with the tape deck to load what you wanted. The good thing about that was we discovered lots  of games like the amazing International Karate+,   one of the first fighting games I ever played.   The first one would be the very  similar The way of the Exploding Fist,   which was actually one of those  few legit games we got with it. So,   it was easy to load from the cassette because  that was the first and only thing on it. So, we had some fun with it but we finally  got what we really wanted on Christmas   that same year. The shiny new Nintendo  Entertainment System, or NES for short. So,   I’ve been playing games both on consoles  and on home computers or PC if you prefer,   for the longest time and I like both  experiences for different reasons. And when it was time for 16-bit action,  again, we had both a home computer and   a console. Both had 68 000-heart on  fire. Of course, I’m talking about   Commodore Amiga 500 and Sega Mega Drive,  or Genesis depending on where you are from! A few years later the console market started  to oversaturate with subpar systems from many   manufacturers like 3DO Company’s 3DO multimedia  player, Philips CD-I, and Atari Jaguar. I read about them from gaming magazines of  the time and wanted them all because they   all looked fine on screenshots. After  the fact, I’m happy I didn’t get any   of them because the good ones were only  coming in the next two to three years. Of course, I’m talking about, probably my favorite  generation of console gaming the Sega Saturn,   Sony PlayStation, and Nintendo 64. I never  had a Sega Saturn but I really wanted one,   and actually still want one, someday,  someday. But I sure had PlayStation   under my TV for Christmas 1996 and N64  at some point in 1997, a few months after   it came out here in Europe. Yeah, it was  March 1997 when it was released in Europe. Both of these systems blew my mind so hard,   especially Super Mario 64 when I first  time saw it playing on some local video   game TV show for a preview of upcoming stuff.  I knew I had to have it; a few months later,   I did. Nothing had been so mind-blowing when it  comes to video games before that and since then! Generational leaps like that just don’t happen  anymore. Look at some PS4 and PS5 games,   for example, you have to take out your magnifying  glass Digital Foundry style to start picking up   differences! Sure the trained eye can spot some  of them without zooming in 800% but I digress. So, why knowing this backstory is important?  That’s because it gives the context for my   opinions of what I’m going to say in  this video. Now you know how and when   my gaming life started and how I grew up and  lived through what I call the golden era of   gaming, the PS2 generation. Before the DLC,  microtransactions, cookie-cutter copy-paste   Ubisoft-style open-world games, day-one  patches, and overly political correctness. Let’s talk about those generational leaps first   because I already touched on  the topic a little earlier. As I mentioned earlier Super Mario 64 blew my  mind when I first time saw it on television!   Even though I would have played 3D  games on PlayStation before it, like   Jumping Flash! which is also a very impressive  generational leap coming from 16-bit 2D games. If you came from Super   Nintendo Entertainment System to Nintendo  64 where games used to look like this To games that looked like this  instead! The jump was humongous! 2D games were all we knew before  the 5th generation of video game   consoles. Sure there were some rough 3D  things on PCs and even on Mega Drive and   Amiga but they were usually very low polygon  counts, no texture mapping, and very low frame   rates at the time when most console games ran  60 frames per second or fields per second. Then suddenly I’m witnessing this new  Mario game with a truly realized 3D   world and smooth 30 fps gameplay, texture  mapping, and texture filtering. Nowadays   I prefer the PlayStation look for that era  of 3D games with sharp pixels but texture   filtering was a thing back then and was  appreciated. The game was more advanced   if it had it. 3D accelerated PC games had it  and it was preferable to software rendering,   not alone for texture filtering but for higher  frame rates and resolution and additional effects. Going for the new millennia and  new consoles, Dreamcast, PS2,   Xbox, and GameCube showed us another huge  leap in visuals and graphical fidelity.   You could tell when you saw a PS2 game  that it was a tremendous leap from the   original PlayStation wherever it was No  matter what game or genre of games it was! The last time I felt we had such a leap in  visuals was the move from the PS2 generation   to the PS Triple. Now we had fully programmable  shaders and the jump to high definition! But I   don’t remember feeling anything at all  when I first time booted a PS4 game. It just looked like a PC version of a PS3 game  to me. Higher resolution, better anti-aliasing,   and higher frame rates. We are now experiencing  diminishing returns in graphical fidelity from   generation to generation. This is only natural  as the more advanced graphics get but still,   it added to the feeling of playing something  really new, and we don’t have that anymore. Really the most impressive thing about this  current generation to me was the Matrix Unreal   Engine 5 demo on PS5. And even that isn’t such  a huge leap as we used to have back in the day. Generational leaps weren’t always just about  graphics either. Systems using then futuristic   CD-ROM technology introduced us to games with  CD-quality music! Even though I really appreciate   chip tunes today, back then it was amazing to  have real music instead of peeps and poops. Also, I remember when I first time used  that analog stick on that N64 pad to   control Mario on the screen it was a  revolutionary feeling! Shortly after   Sony introduced their Dual Analog controller  for the PlayStation I knew I had to have it! Yes, analog controller before Dual Shock,   I have never actually owned Dual Shock for  the original PlayStation. And I think this   is still the best feeling controller  ever made. I prefer non-rubberized   concaved sticks and bigger and better-shaped  handles than the ones on the Dual Shock. I still think the best analog stick  was on the N64 controller though,   well, before it had worn down to the point  of failure. It was amazing when it was in   flawless condition but clearly a flawed  design that broke down rather quickly for   most people. It just felt different compared  to any other analog stick on a controller ever   since. If you haven’t experienced it  you don’t know what I’m talking about. At least Dual Sense or Dual Shock 5 as I like  to call it has something new and exciting going   for it with haptic feedback and adaptive  triggers but still I don’t think it’s such   a game-changing thing as the first analog sticks  on controllers were. Maybe Virtual Reality motion   controllers can offer something truly new and  groundbreaking. I had HTC Vive for some time   and I think it was a neat trick for a while but  I don’t think that’s how I want to play most of   my video games. I ended up selling the thing when  it was untouched in my closet for three months. The next thing on my list of why old games were  better is the fact that when you bought the game   before the always-connected era you knew you’d get  a full and working product. The game was on the   disc or the cartridge ready to go and playable  from start to finish without the need for any   updates at any point. Or even online connectivity  which slows down game menus for example because   they send telemetry to the publisher about  everything you do in the game. For example, before   I connected Tekken Tag Tournament 2 online the  menus and loading were way faster! What mistake! I’m not saying that game-breaking bugs didn’t  exist at all but at that time they were way   less common because these developers and  publishers knew they were impossible to fix   after the fact. And some games received newer  revisions on later prints to fix some issues.   A fine example is Gran Turismo 2 on PlayStation  where some races had rivals impossible or at   least close to impossible to beat because the  game had a bug that allowed the computer to   enter with a higher-class vehicle than intended.  This was corrected on later runs of the game. So, one could argue that updates are good. Well,  yes. If it didn’t lead up to releasing games   mainly broken on launch with release it and fix it  later mentality. Some games never get truly fixed. Also, if I’m not mistaken Sony has a policy  in place where the game is required to be on   the disc playable from start to finish, if it  releases physically that is. But apparently,   this is not enforced by Sony very  much because there are few examples   having minimal data on the disc, and the  rest is downloaded from the Internet. So, back to my point that back then  you knew the game was fully on the   disc when you bought it and it will work  as long as your device reads the disc. No   servers are needed for acquiring patches  and game data needed to play the game. One could say you had literal ownership of  the game. Not to be confused with intellectual   property or IP of the copyright holder. But the  ownership of your copy of the software. You could   lend it to a friend, you could sell it, give it  to somebody or keep it forever. No online checks   and DRM schemes to verify your right play. Your  right to play was guaranteed by having the disc,   cartridge, diskette, or even cassette in  your hands. Sure there were convoluted DRM   schemes on PC games back then too but this  wasn’t an issue with console gaming really. Now I have PS4 games on my shelf  that say “Ultimate Edition” on   the box but when you open the box the  disc inside is just for the base game   and additional content was given to me  as redeemable codes. In other words,   the physical copy of the game really  isn’t the “Ultimate Edition” isn’t it? If I was to sell this game now when I have used  the codes for the additional content. Should I   sell it as the base game that it really is for the  buyer at that point or just say “Ultimate Edition”   and the codes might have been used? I’m pretty  sure the buyer wouldn’t be too happy about it.   Then there is the collectors' problem. A buyer who  wants the base game wouldn’t want this box and the   buyer who wants the “Ultimate Edition” wouldn’t  get it. This game is literally unsellable and   that’s by design I think. These companies have  always wanted to kill the used games market. I don’t have issues like that if I  wanted to sell any of my PS2 games   for example. True ownership of  all of the content it came with. Of course, we have the exact same issues as a  buyer. I can confidently go and buy a PS2 game   or even a PS3 game knowing that the whole game is  on the disc playable from start to finish. On PS3   there might be some updates but nothing on the  magnitude of modern games and maybe some games   had online passes you would need to buy if you  wanted to play them online but that really isn’t   a concern for games whose servers and online  support are long gone anyway at this point. And when I say the whole game is on the  disc I also mean no DLC or downloadable   content as it was known during that era  when primary distribution was still a   physical product. That leads us to my next point. The dawn of the DLC was on Xbox during  the 6th generation of consoles but it   wasn’t really a problem yet. It was  truly used to enhance the games you   enjoyed playing the most. Nothing was  chopped away from the games before the   release to sell you separately or upfront  as a more expensive edition of the game. Sure there were expansions for some games  especially on PC already at that time but   even then they were huge packs that expanded  almost all aspects of the game and you really   got your money’s worth when you bought them  and they weren’t chopped away from you if you   didn’t buy the more expensive game. I’d  be naive to think they didn’t plan some   of these expansions beforehand but still, it  wasn’t the bs tasting thing like these days. The DLC isn’t even most of our worries  these days when buying a game. On top   of whatever a modern triple-A game  costs in your region modern games   have the audacity to ask for more of your  hard-earned money when you just bought it. I’m sick and tired of hearing that it’s just  optional cosmetic things etc. No, it’s not!   For example, in some Ubisoft games, they literally  sell you a “time saver” ultimately admitting the   game is not properly balanced without this  optional thing you can buy for more money. And even if it was only cosmetics I actually  miss the days when additional costumes   for characters among other things  were unlocked by playing the game! We get to my next point from here. The  cheat codes. Yeah, back in the day,   we used to have cheat codes in  games, to make them easier, harder,   or other things to have more fun. But now in the  era of microtransactions and in-game purchases,   cheats have to be bought for more money.  A fine example of this was in NHL games   where you basically were required to have  this golden stick thing to be competitive. I’d say that Ubisoft time saver is one  form of a cheat as well because you gain   more experience points than the players  who don’t want to waste money on that! I’m not saying everybody should cheat  in video games, especially online games   it should be zero tolerance but I mainly talk  about single-player games here. But back then,   if you really wanted to cheat, it was  free! And last but not least when you   were mostly done with the game it was time  to have fun with game-breaking cheats! Even if you thought games were  too hard or not so you wanted to   utilize the cheat codes leads us to my  next reason why old games were better. Next thing I think old games did better  than the new ones is that they didn’t   think the player was braindead. Sure  there were some cryptic and confusing   things because of mistranslations  and even because of poor games design But mainly games were challenging but still fair,   especially during the 5th and  6th generations of consoles,   which would be the original PlayStation, Saturn,  and N64 to Dreamcast, PS2, Xbox, and GameCube. There weren’t obvious go-here markers in games  like Final Fantasy VII for example. It put you   on this huge map and lets you go to do your thing  as a player. Yeah, sure you could waste your time   and wander around aimlessly before going in the  right direction and get clues from people who   lived in those places. You actually needed to  listen, or in this case, read and pay attention   because this was the direction you were given and  then you had to think a little and go from there. Games didn’t think you were stupid,   they were designed in a way that they  counted on your ability to figure it out!   And if you didn’t they happily sold you the  official strategy, I kinda miss those too! Lots of times you didn’t even need to  buy them separately if you read the   gaming magazines because they included them  regularly. And if you still needed more help,   there were those cheats, for free. All you  needed is to acquire them from somewhere.   And yes, usually every single issue of  those gaming magazines had them too! Another thing, I didn’t even  plan to include in this video!   Even video game journalism was so much  better than these days! We all know   video game journalists are a joke today.  They talked about games, and only games,   not politics, and their goal was to  help and provide information to players. I can understand if younger people especially  would think that older games were hard and   punishing because sometimes they really were.  But I’d argue as well that they were also way   more rewarding when you eventually overcame the  challenge or figured out something instead of   an arrow pointing you to the next thing you  needed to go to. Or some prat yelling you the   solution to the puzzle before you even had the  time to give any thought to how to solve it. And then there were way more genres in gaming  back then because there weren’t real standards   on how to do things yet. Especially  when we moved from 2D to 3D. Sure,   some of those designs were bad, really bad. But what I’m trying to say is that when there  was more experimentation we had more diversity   in how the games were played. Meaning that  if you finished game A and started to play   game B even if it was somewhat the same  genre it probably played very differently. And we get to my next point from here. So, we had way more varied game designs and  genres of the games back then. Partly because   real working standards weren’t figured out  by developers yet. You could argue of course   that it’s better now because we have those  standards for example for 3rd person shooters. Yeah, sure, I agree with you. To some extent. But  it also creates a problem for me. Every single 3rd   shooter game feels like it’s exactly the same  game to me. Just different window-dressing. Add to that a typical cookie-cutter empty soulless   open world of today and we have a  cookie-cutter modern third-person   shooter open-world game in our hands we have  played through too many times at this point. It’s just not enough anymore that a story changes,  theme, graphics, characters whatever it is to   differentiate these things. At least, it’s not  enough for me anymore to keep up my interest.   Especially because stories, the content, and  character designs, especially female designs   have to be overly politically correct these  days I have zero interest in them anyway. I have to mention the Ubisoft formula  and how tiring it is at this point.   How many times you have played the same  game that basically started somewhere   like Far Cry 3 or something, or  the original Assassin’s Creed? Discover a huge empty map, liberate  some outposts from enemies,   climb a tower and reveal more of them.  Rinse and repeat 50 times. I’m sick and   tired of that formula in 2023. It should  go away and preferably never come back. If you want to make an open-world game in 2023,   it really has to have something else going on  for it than this copy-paste Ubisoft formula. The open world used to be my favorite  video game genre. For example,   my all-time favorite game Super  Mario 64 kinda had an open world,   and it was my first experience with such  open-ended gameplay and I loved it. Sure   probably some of it was because it was so new  at the time. Of course, Mario 64’s world is   very segmented and small by today’s standards but  it was impressive back then on N64 of all things. And last but not least I have to mention  the death of B-games or double-A games or   whatever you want to call them as long as  you don’t call them “middleware” because   that’s a completely different thing and out  of the scope of this video but for example,   Havok physics and Speedtree are middleware  technologies to speed up game development. So, for simplicity’s sake, I  call them B-game in this video. Nowadays we mainly have only two categories  of games or at least two that’ll get the   most media attention. The triple-A games  like Marvel’s Spider-Man, Call of Duty,   etc. And then we have indie or  independently produced games that   are completely opposite of the production  value and budget of the triple-A stuff. But we used to have plenty of games that  landed somewhere in the middle. The B-games. Couple examples of B-game would be something  like WET for the PS3 and Xbox 360, published   by everybody’s favorite Bethesda Softworks  and developed by Artificial Mind & Movement,   today known as Behavior Interactive. And here you can see this game’s middleware  solutions. So, the game is NOT middleware,   it’s a B-game or A or double-A but I promised to  call them B-games to not make it more confusing. Another example is Yakuza Fury on PS2  and it’s a 3D Beat ‘em up of all things,   those were extinct pretty much at  this point already and I was very   sad about it because it was one  of my favorite genres of games. This one is published by 505 Game  Street or now just 505 Games and   developed by Vingt-et-un Systems. Even  sounds like a B-game developer. Yeah,   I’ve never heard of that before  researching it for this video. So, this type of game we lost between  then and now. Sure there are some games,   especially in the JRPG genre that would fall  in this category or games like NieR: Automata. But they aren’t as nearly as common as  they used to be. And the reason I loved   these games so much because that they kinda  looked like games that belong on the system   they were designed for but of course couldn’t  match triple-A production quality. That didn’t   mean they weren’t fun games. Actually, more often  than not they were more fun than many triple-A   productions that started already to fall into  the trap of cookie-cutter standardized molds. And no. Indie games aren’t a replacement for them.   Most indie games just aren’t interesting enough  and most importantly don’t look the part.   What independent game today comes even close to  matching triple-A production values of today? There can be hidden gems, oh damn I  love that term. There can be hidden   gems in the vast sea of shovelware quality  indie games but it doesn’t mean that they   aren’t mostly garbage. Just like  shovelware games were back in the   day that was made for best-selling  systems just for a fast cash grab. And there it is, my reasons why old games were  better than the stuff we have today. Of course,   there are some other issues with modern gaming  like the fact that lots of triple-A games   are more interactive movies than actual video  games these days. But I leave it here for now. If you want to see something else  I made click on the video on your   screen now. Thanks for watching, bye for now.
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Channel: Super Sharp Gamer
Views: 228,269
Rating: undefined out of 5
Keywords: 7 reasons why old games were better, why old games are better, why old games were better, classic gaming, retro gaming, 7 reasons why old games are better, playstation 2, playstation, playstation 3, xbox, psx, ps1, ps2, ps3, ps4, ps5, playstation 5, playstation 4, commodore 64, c64, nes, snes, super sharp gamer, ssg, old games, retro games, good old games, gaming used to be better, classic gaming was better here's why
Id: -I-4L1yy9_g
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Length: 28min 56sec (1736 seconds)
Published: Sun May 28 2023
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