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ampersandrew , (edited )
@ampersandrew@lemmy.world avatar

games back then were also more focused on quality

This is selection bias. You remember Metal Gear Solid, but do you remember Iron & Blood: Warriors of Ravenloft? Do you remember Mortal Kombat Mythologies: Sub-Zero? Bubsy 3D? The million-and-one licensed games that were churned out like baseball cards back then?

and make gamers replay the game with unlockable features based on skills, not money

If we’re going to say that a full-price game today costs $70, Metal Gear Solid would have cost the equivalent of $95. Not only that, but that was very much the Blockbuster and strategy guide era. Games would often have one of their best levels up front so that you can see what makes the game good, but then level 2 or 3 would hit a huge difficulty spike…just enough to make you have to rent the game multiple times or to cave in and buy it when you couldn’t beat it in a weekend. Or you’d have something like Final Fantasy VII, which I just finished for the first time recently, and let me tell you: games that big were designed to sell strategy guides (or hint hotlines) as a revenue stream. There would be some esoteric riddle, or some obscure corner of the map that you need to happen upon in order to progress the game forward. The business model always, at every step of the medium’s history, affects the game design.

“Value” is going to be a very subjective thing, but for better or worse, the equivalent game today is far more packed full of “stuff” to do, even when you discount the ones that get there just by adding grinding. There are things I miss about the old days too, but try to keep it in perspective.

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