Sinclair Gregstrum wrote: April 1st, 2020, 12:18 pm
Using in-game cameras as an example, there are too many games to count or name from the fifth & sixth generations that featured poorly implemented cameras [..] the fact that the technical implementation of in-game cameras in 3D space has broadly improved from then to now, is almost undeniable to me.
Okay, if I understand your reasoning (and please correct me if I don't!), you're considering a game camera to be little more than a dry technicality to be evaluated based on one factor and one factor only: namely visibility and whether or not it gets in the way of the action. That's totally fair. The reason I completely disagree with the above statement is that I view it as a fully-fledged mechanic which, when designed properly of course, is capable of enriching the rest of the game in a way that a universal system simply cannot. That's not to say that there aren't plenty of examples of completely atrocious old-school camera systems, and of course modern cameras are significantly easier to adjust to, broadly speaking. But there are also a lot of babies that have been thrown out with that particular bathwater over the years.
Let's use
Horizon: Zero Dawn or
Uncharted 4 as a few examples. I assume you don't have any severe objections to those games' camera, correct? It's perfectly amenable, never gets hung up on anything, never brings any attention to itself and keeps Aloy / Nate center-frame at all times. It's as consumer-friendly as it can get. But I would also describe it as sterile and unfortunately completely devoid of any kind of artistic merit.
On the flipside, a lot of 6th Gen 3D polygonal AAA action games like
Metroid Prime,
REmake,
Resident Evil 4,
MGS3,
DMC3,
God Hand,
Õkami,
Shadow of the Colossus and
God of War all make use of unique camera systems with their own little touches and properties that are meant to underline their presentation in a way that is best conductive to their respective experiences. But of course, alternative or experimental camera systems almost always require the player to relinquish control in some form, sometimes even taking mechanical control away from them entirely. And one thing that they all have in common is that they were all lambasted for it sooner or later to the point where 99% of modern AAA games are now simply using standardized first person or third person camera systems without a second thought.
Personally, I think it's a loss.
Sinclair Gregstrum wrote: April 1st, 2020, 12:18 pm
On the dumbing down of control schemes point, I agree with you here in that there are definitely examples where games have been overly simplified to the detriment of the experience and suffered a backlash as a result (which was the example you were thinking of by the why- I couldn’t guess!). But then you have to ask why? I’d wager that in many cases it’s to try and broaden the appeal of the game, and make it more accessible to a wider audience and thus ultimately generate more sales.
For the record, I was talking about
Devil May Cry 5, which recreated the control scheme of 3 (and 4), as opposed to the streamlined and simplified version of the Ninja Theory reboot. And the reason they did that was not to mess with the audience for shits and giggles, it's because the type of input complexity it allows simply wouldn't translate to any other control scheme. Personally, I'm very glad they stuck to their guns on that one because it is incredibly well thought-out and works like an absolute charm despite its slightly elevated barrier of entry.
And yeah, obviously it's all about the money most of the time. But then I have to point out that sacrificing a work's creative potential in order to accommodate the lowest common denominator, as it often happens, is very rarely a good idea in the long term.
Sinclair Gregstrum wrote: April 1st, 2020, 12:18 pm
Wipeout 2048 > F-Zero GX
Bioshock > Metroid Prime
Pikmin 3 > Pikmin (cheating a bit obviously, but I do think it’s better and possibly a reason why they don’t bother re-releasing the original).
Don’t hate me!
No, I don't hate you.

I am however a tad disappointed at the sheer number of
Awakening fans who casually dismiss older
Fire Emblem games more or less sight unseen, and I also have to
very strongly object to lumping
Metroid Prime and
BioShock within the same category. But I suppose that's a discussion for another day.
Sinclair Gregstrum wrote: April 1st, 2020, 12:18 pm
But all art is viewed through the lens and context of the time in which it is created and every day/week/month/year that follows. Societal norms, cultural trends, personal experiences - they all have a completely unavoidable influence on one’s interpretation of art, and in this case, a game. And all of those things are in a constant state of flux. You can’t evaluate something in a vacuum. Yes the game has not changed, but everything else around it (including you!) has.
Well, I don't think it's quite as clear-cut as you make it out to be here. Yes, obviously evaluating something in a complete vacuum is not technically possible. But short of that, there's also something to be said about evaluating it
based on its own merits first and foremost, which is what I'm trying to do most of the time. When I experience someone else's game / movie / novel, I want to understand what they were trying to do, how they went about doing it and whether or not it succeeds at it. Of course getting older deepens my understanding and influences my interpretation of certain things, but how exactly would societal norms and cultural trends impact my appreciation of, say,
The Odyssey? I really don't see it. I have basically the same appreciation of the book now as I did in the 90's when I first read it.
Speaking purely of video games, whenever I revisit the first
Metal Gear Solid for example, of course there's a small initial hurdle on account of how fundamentally different that game is from the kind of game that is being released today. But what I do is simply take the time necessary to re-learn the controls and re-adjust to the graphical fidelity of the console. Once I've done that, my appreciation for the game is basically the same as it always has been. I really don't think I deal with this "constant state of flux" in the way you're describing.
Sinclair Gregstrum wrote: April 1st, 2020, 12:18 pm
For example you can’t begrudge or invalidate the opinion of someone coming fresh to an older game today and comparing it to something more recent that they have played.
I very much can if I think that they're holding it to unfair standards, or if they're working backwards from their conclusion, or if they haven't taken the time and/or the effort to understand and/or appreciate its inner workings. In the same vein that I don't put much stock in the "opinion" of someone who decided to watch a dubbed version of
Lawrence of Arabia on their phone's cracked screen while doing the dishes and checking their emails or something to that effect.
As an example of what I mean by unfair standards: I also don't pull up to painting galleries in my free time and start telling the people there that their beloved medium has been rendered obsolete since the invention of sculpture and that those flat things on the wall just "don't hold up" "in this day and age" since they're "missing a dimensional axis". Slightly exaggerated and not completely literal scenario of course, but hopefully it gets my point across.
Sinclair Gregstrum wrote: April 1st, 2020, 12:18 pm
You could in fact argue that theirs is the most objective opinion as, as far as possible, the time of the older game’s creation is less relevant to them. They’re simply comparing two things in the here and now, with none of the historical influence or nostalgia that comes from you or I looking back on something we’ve loved for years.
You make it sound so... self-evident that the appreciation someone would have for an older game would be due to these external factors like historical influence and nostalgia. I'm sorry but I just fundamentally reject this idea of holding up the "here and now" as this grand objective circumstantial metric of quality. Modern norms and conventions are just that: norms and conventions. Nothing more, nothing less. A game either following or not following them says absolutely nothing whatsoever about its inherent quality in my book.
One other point I'd like to make is about the concept of "nostalgia". The definition of nostalgia is "sentimentality for the past; a wistful or excessively sentimental yearning for return to or of some past period or irrecoverable condition". Based on that definition, I certainly feel nostalgic about certain events that took place during my childhood, for example. But I never have any "nostalgia" for any piece of media, for the simple reason that I just reread / rewatch / replay it whenever I feel the urge to, and therefore never allow it to somehow slip into the "past". As long as something is available to me, it's as much part of the present as it was when it first came out.
I think it's a word that gets thrown around a lot, oftentimes in order to dismiss or rationalize somebody's perfectly legitimate appreciation for something that has grown out of fashion. Not a huge fan, personally.
Sinclair Gregstrum wrote: April 1st, 2020, 12:18 pm
Just briefly on the point of whether looking at technical considerations as a factor when evaluating art has ‘traction’ in other mediums, I think it does. So from personal experience, I have a film degree (mostly theoretical, some practical) and am a film buff as much as I am a gamer. Debating how a shot or scene was achieved, discussing how the art form’s technical aspects have developed over time, and comparing works from different eras as part of that is absolutely commonplace and part of the community.
To be clear, the phrasing I used was "putting technological considerations front-and-center in one's evaluation of an artistic product" i.e., making them
the ultimate deciding factor. I have absolutely no issue making them
a factor among others, but these wonderfully balanced debates and discussions you're talking about simply aren't taking place within the gaming community. Not nearly as often as I'd like, anyway. Of course when movie buffs discuss an older film like
Seven Samurai they will talk at length about the technological aspects of the film. But those observations are in service of a greater purpose, because the lion's share of the conversation is gonna be centered around what the creators were able to achieve, how they were able to make the best out the tools they had at their disposal and work around the limitations they were confronted with. And I think it's because movie buffs, by and large, respect their medium and cherish its legacy in a way that most video game enthusiasts just don't do. Simply put, there is no other medium which allows such pure recency bias to dictate so much of the conversation, and I think it's a big reason (if not
the biggest reason!) why it has proven so difficult to establish video games as a valid form of artistic expression.
For a minute, just imagine somebody like Mark Kermode declaring
GoodFellas to not be a top-of-the-line gangster movie "any more", and, when asked for a clarification, casually admitting that he only ever watched the first few minutes of the film on his mate's telly fifteen years ago and that is has since been surpassed by a more modern example of the genre based on the latter's higher native resolution or editing technique or some other technical metric. Sounds silly, doesn't it? And yet...
In any case, I don't think we're meant to agree very much on this subject. Food for thought, I suppose.
