Sumez wrote: ↑Tue Jan 09, 2024 2:51 pm
given what SNES games cost back then, it was a question of balancing bang for your buck.
Yes, and the very same console design mentality is what drives modern games to be such piles of sludgy, dull skinnerboxery.
I think the SNES was the first console generation (and the Genesis, ofc) where that ethos came to the forefront. NES, PC-Engine etc were full of arcade conversions. But around the time of late NES, early SNES, more and more games were made with the idea of "the game costs a lot of money and it needs to keep these players (kids?) busy for a long time." I think that's a big part of why RPGs became a preeminent genre at that time. A lot of other game types either couldn't be made long enough under the console constraints (memory and such) or they didn't play to the strengths of the system. SNES in particular has well-documented issues which lead to it performing poorly for shmups in many cases. But it had beautiful music and visuals, which worked for a slower pace of game.
2d Mario I see as largely sitting in the middle of the arcade/console debate. Mario 1 is closer to the arcade side (although it was developed for console), while Mario World is closer to the console side. But not as close as Yoshi's Island, which felt like a fully consolized experience. Mario World is still fast and snappy, whereas Yoshi's Island scrolls slower and has more puzzles. There's a greater emphasis on the presentation and scripted sequences (transformations and boss battles.)
Modern 2d Mario is entirely uninteresting to me, because it seems they've sucked out most of the difficulty in service to targeting a younger audience. As well, I found that after a certain point, 2d Mario ceased to hold much appeal. I played Mario 64 on release and really loved it, and since that time I've had a fondness for 3d Mario that far eclipses the 2d. With the one notable exception of Mario World. I still do love Mario World (and Donkey Dongs Country, which have an association in my brain. Those were two of the earliest snes games I ever owned.)
I think the transition period between Fully-Arcade and Fully-Console design philosophy is a big part of what gives the 16-bit era its "golden age" reputation. The two styles weren't fully isolated, and so we were still getting a lot of games with very polished, crisp, snappy and dense gameplay. The emphasis was still on games that felt good to play and sucked you into the experience right away. Games were still made for multiple playthroughs. The consolization process of that time was more along the lines of adding a save system, increasing production values, maybe slowing the pace slightly or reducing difficulty compared to a fully Arcade experience. But the games still felt good to play!
Nowadays, my opinion is most modern games have lost that good-feeling gameplay and the immediacy. They're on the full, far end of the "console" experience, embracing all elements of grind and placing gamefeel secondary to static progression mechanics (like skill trees) and quest skinnerboxes that keep the player returning over and over, but all in a single save file, and building towards a very stretched-out conclusion that leaves the player exhausted. So that the player comes away feeling like they "got their money's worth." It's just a totally different way of making a game. From, "let's make a game that's so FUN the player will return to it over and over" versus "let's make a game so LONG, and with so many addiction/progression mechanics, that the player feels satisfied with the amount of content."
Please feel free to disregard my massive wall of text if you wish. I'm just saying things that have been on my mind a while. I don't wish to imply that "all modern games are shit" and "all old games are good." But I notice when I play older games that even the slow genre ones have that immediacy new games lack. They're more willing to throw me into the world and let me figure out what to do myself. And trust me to either enjoy the experience enough to come back, or not to. Modern games are a fucking headache, with all the playable cutscenes, quests, skill trees, pop-up tutorials, bleedin' christ on a stick it's a migraine sometimes to get started in a modern game.