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Classic Games: Yesterday's Lessons

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Wednesday, November 02, 2011

Once thought a hobby strictly for children and the socially awkward, gaming has exploded into a viable medium for both thoughtful narratives and engaging competition, telling great stories and providing deep, multi-tiered mechanical playgrounds for self-improvement and competitive betterment. Yet we can't forget where gaming once was, and both the brilliant ways and arguably necessary missteps designers made due with both limited resources and cultural impact.

Without modern hardware to render characters, environments, and music as designers pictured in their heads, they had limited toolsets to craft engaging, enthralling games. The original Castlevania, one of the NES's best titles and a standout game to this day (you can buy it on your Wii), encapsulates everything about standout classic game design. With two buttons, Castlevania gives you all the tools you need: a whip attack with a slight delay, an instant jump for situations where the whip is too slow, swappable sub-weapons with various practical applications, and impeccably crafted levels with intelligent enemy placement. Aesthetically, it thoughtfully used the NES's limited color palette to craft vibrant, easy to follow visuals, ensuring protagonist Simon Belmont is always visible against the environment.

But nostalgia sometimes clouds judgment, and not every formula deserves to survive. While the 2D Super Mario Bros. games stand the test of time, they also force you to hold a button to run, an action you realistically always want to be doing if you want to play even halfway optimally. Running improves your speed on the ground and, more importantly, while jumping, presenting only one real drawback (extra momentum) with an easy workaround (let go of the run button). Megaman titles excel in offering responsive control and levels designed to teach you their mechanics as you play, but later titles force you to hold a button to "charge" your shot, encouraging you to hold the fire button any time you're not shooting. Both Mario and Megaman could utilize mechanics where holding a button for extended periods of time -- unnecessary at best, physically straining at worst -- was the exception and not the rule, though many modern titles paying homage to those games follow similar ideologies, including Nintendo and Capcom's own throwbacks.

Nostalgia can also foster elitism, where fans of the games they grew up with fail to see modern games' merits. The recently released Gears of War 3 features mostly excellent encounter design in its single player campaign, encouraging thoughtful consideration of the situation, your tools, positioning, and enemy weaknesses. Regardless, the game is a popular target, garnering attacks regarding the unrealistic proportions of its characters. No doubt its popularity overshadows the solid mechanical foundation every aspect of the game is built on, both from its diehard fans and most vocal critics.

Gaming's rise to prominence is a social victory, make no mistake. Finally seen for the deep, vibrant medium it's always been, gaming yet remains a hotbed of untapped potential, both good and bad. As we move forward, both gamers and designers mustn't forget to look back, remembering both the merits and downfalls of yesterday's design and acknowledging where today's games succeed. There's fun to be had, emotions to be felt, and betterment to be experienced.

 
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Comments (7)
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November 02, 2011

seriously? you can't hold down a button?

Default_picture
November 04, 2011

I can. I just a) don't feel I should have to and 2) don't like how my thumb feels after an hour+ playing a game where I'm holding a button for 98% of the game (i.e., many Marios).

Dscn0568_-_copy
November 03, 2011

I like holding down a button to run/ charge weapons. It's a tactile way to feel like you're participating more in what happens than just holding down left on a d-pad if you could understand that.

Default_picture
November 04, 2011

I understand the sentiment, and to be fair there are games where holding a button is more intuitive and not what the game expects you to do 100% of the time (e.g., Gears of War games where you hold A to run). 

Maybe it's because I'm not a young man anymore, but I wish X would just charge his buster himself and save me the thumb cramp. ;)

Jayhenningsen
November 04, 2011

Honestly, I get more hand cramps now from holding down trigger buttons for extended periods of time than I ever did holding down a button on the face of the controller to run.

Pict0079-web
November 04, 2011

I think it just depends on the type of trigger button. I really hate that spring-loaded button for the Gamecube controller. Heck, even The Legend of Zelda: Wind Waker acknowledge in one of the minigames that the evil R button can wear out the index finger after holding it down for so long.

For my sake, I'm just glad that the trigger buttons aren't as hard to press as that awful button.

Default_picture
November 04, 2011

I appreciate this, as I no longer use a face button to dash in the X games, yet I'm dashing often regardless (I map it to a right shoulder trigger).

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