Thread:Deathstalker666/@comment-1496755-20180827202615/@comment-3547390-20190625180539

That makes a lot of sense sadly. Don't make as much money with people sticking to an old product, so they are made to be consumable. But even free indie games are somehow stuck in this logic. That is the problem, nobody seems averse to it.

That is indeed another issue with the whole sense of progress. Look how Microsoft went when it came to supporting 16 bit on x64. Was there any real reason it couldn't be done? Not really, except that they didn't feel like supporting something for providing compatibility. That is one of the weirdest things with technology. Read a book, books are compatible even in an older English script. Watch a movie, movies are compatible even if they are black & white. But play a game and suddenly it is impossible without a lot of workarounds. Note games are the industry with the shortest amount of time we have had existent... and instead of progressing we seem to be going backwards. Games that worked fine for 20+ years are breaking, while newer games are having even shorter lifespans due to cloud support.

Precisely what I love about old titles as well, full control over the software. I can load up random shovelware for Quake and can guarantee it will function like it did in 1996. Now, some are obviously broken and unstable to begin with, but the answer remains the same. I got what was available back in 1996 in its full buggy glory. With the takedown of file sharing sites at the beginning of the decade, we have lost a massive amount of links to various indie software. Even software made a couple years back end up disappearing.

I find RPGs similar to a glorified game of wack-a-mole. You generally stand somewhere and watch as an enemy gets hit, then hit them back. This feels rather cheap as there is no real intensity in combat, you either got the "Sword of Freaking Awesomeness" that can kill the sorta-blue sorta-red reskinned rat or you don't. If you don't, you just need to grind more, so the answer often becomes spending a bunch of hours to build up to get anywhere. The problem being this kills replayability as I much rather a game I can just get into as opposed to grinding rats.

There are RPGs that offer better combat, such as the later Elder Scrolls titles. But the problem there is leveling still exists. The game might feel quite nice, being brutally hardcore with opponents that are a challenge to kill. But then you get a bunch of stat increases and the game slowly becomes easier and easier until it becomes mindless. This is a bit depressive, especially since that beginning makes you think it will be a nice challenging game, until you get so overpowered that it feels like you are just watching a cutscene.

The problem there can be hunting them down. If you have noticed, a sort of reoccuring pattern with me is that I get more stressed by games where the goal is less obvious. Finding the hidden object is just not the best type of game for me. I much rather something direct, but with a lot more challenge, sort of like the mentality of the better parts of Thief 2.

Plus I rather something with more randomness, offering the same "interesting quest" would sadly result in repetitiveness, which is where I lately have been having issues. Remember, I have been getting frustrated with even Quake lately since it is the same game every time. I think I rather something with genericness to it but is highly random than something that is highly fancy but is the same every time.