There is a problem that oldschool geeky RPGs were mostly lovingly made and had depth and were interesting and challenging and generally
And then sometime around 2000 things changed. 3D was part of it, it was a huge step in graphics and could be extremely immersive. But it was a huge extra cost, and it meant they needed a bigger audience to cover it. And that's where things went wrong.
I think EQ spoilt me because they really wanted to make an RPG, but in 3D. But in the race for $$$ over everything, other companies just went straight to making flashy action games with RPG-lite mechanics shoved in to give some illusion of depth. Some games do a better job than others. But generally the whole process of "streamlining" has been terrible and just means raping and dumbing down all that was good about RPGs.
But it is a matter of perspective. I don't know that I would care if I never saw EQ, but that set the bar so high for me, most games that came later seem primitive or a cop out in some way. Like if there's a big world to explore then I expect there to be factions. And if you piss off someone it should have an impact later in the game somehow. And there need to be places that kill me instantly if I fuck around or I'm not ready for yet. And I need to be able to make a bad character that struggles, or a great character that is ahead of the curve. Otherwise it is a shit game to me. It is either child proofed or doesn't have much depth, either way if there's no consequence to what I do, then I'm better doing something else. It needs content to add depth too. Items can't good and interesting if there are no bad items. And the game needs to make you play with the bad items for a while... only then will a good item feel good. Games that just throw uber lewtz at you constantly are nothing but a nuisance to me, having to compare the stats every 2 minutes..
EQ changed my perspective on realtime too. Anything that has lots of spells and decisions to make then turn based is great. But if you are mostly running around in realtime with a single character... and shooting things with guns or blasting it to death with fire, then it should be 100% realtime. So games like that which use RTWP, or anything like Elder Scrolls where you pause to eat cheese... or even anything like Diablos or anything with potions... all those things only exist because of "decline" embracing cut corners.
They were all just some tweaks and hard work away from being completely real time and balanced to perfection so that you get beat up if you are slacking... and if you play well then you do well. Game devs in history have always set the pace, and the player has to deal with the pace they set. So letting you pause is a cop out. But not only does it save them from having to balance things more, it also lets beginners play. I just don't think beginners should be accommodated in games that should be challenging.
And then sometime around 2000 things changed. 3D was part of it, it was a huge step in graphics and could be extremely immersive. But it was a huge extra cost, and it meant they needed a bigger audience to cover it. And that's where things went wrong.
I think EQ spoilt me because they really wanted to make an RPG, but in 3D. But in the race for $$$ over everything, other companies just went straight to making flashy action games with RPG-lite mechanics shoved in to give some illusion of depth. Some games do a better job than others. But generally the whole process of "streamlining" has been terrible and just means raping and dumbing down all that was good about RPGs.
But it is a matter of perspective. I don't know that I would care if I never saw EQ, but that set the bar so high for me, most games that came later seem primitive or a cop out in some way. Like if there's a big world to explore then I expect there to be factions. And if you piss off someone it should have an impact later in the game somehow. And there need to be places that kill me instantly if I fuck around or I'm not ready for yet. And I need to be able to make a bad character that struggles, or a great character that is ahead of the curve. Otherwise it is a shit game to me. It is either child proofed or doesn't have much depth, either way if there's no consequence to what I do, then I'm better doing something else. It needs content to add depth too. Items can't good and interesting if there are no bad items. And the game needs to make you play with the bad items for a while... only then will a good item feel good. Games that just throw uber lewtz at you constantly are nothing but a nuisance to me, having to compare the stats every 2 minutes..
EQ changed my perspective on realtime too. Anything that has lots of spells and decisions to make then turn based is great. But if you are mostly running around in realtime with a single character... and shooting things with guns or blasting it to death with fire, then it should be 100% realtime. So games like that which use RTWP, or anything like Elder Scrolls where you pause to eat cheese... or even anything like Diablos or anything with potions... all those things only exist because of "decline" embracing cut corners.
They were all just some tweaks and hard work away from being completely real time and balanced to perfection so that you get beat up if you are slacking... and if you play well then you do well. Game devs in history have always set the pace, and the player has to deal with the pace they set. So letting you pause is a cop out. But not only does it save them from having to balance things more, it also lets beginners play. I just don't think beginners should be accommodated in games that should be challenging.