• rbos@lemmy.ca
    link
    fedilink
    English
    arrow-up
    66
    ·
    edit-2
    2 days ago

    Going into it cold without knowing the tropes of the genre and the visual design language would be a massive disadvantage. Gamers in the 80s would have a set of expectations and strategies that we wouldn’t lean on today. Giving someone from 1985 Factorio might lead to some similar confusion until they got the hang of it.

    Similar to giving an English reader some Chaucer.

      • rbos@lemmy.ca
        link
        fedilink
        English
        arrow-up
        9
        ·
        2 days ago

        True, maybe a bad example. Although there are a few conventionts it might not bother to explain, like WASD for directional input, or scroll wheels, or whatever.

        • Leeks@lemmy.world
          link
          fedilink
          English
          arrow-up
          14
          ·
          2 days ago

          I think Factorio perfectly proves your point.

          The Devs spent a lot of time making sure you understand the game in the first 30 minutes. 80’s Devs didn’t do that and it shows in how hard the learning curve of the game is.

          • Buddahriffic@lemmy.world
            link
            fedilink
            English
            arrow-up
            3
            ·
            10 hours ago

            It goes even farther than that: games in the 80s didn’t even necessarily have consistent designs that could be trained in the first 30 minutes. Especially the adventure games. They were also perfectly willing to let you lose the game in act 1 but not tell you about it until act 3, where the way they do “tell you” is you don’t have any possible solution for a problem.

            Like if you don’t get that delicious pie plus another food source early on, you’ll either die of starvation or the yeti will eat you later in the game.

            But if you know what to do, the game becomes trivial.