Feelz overrule balanced and fair systems. People have fond memories of old games because they were too young and noob gamers to notice how unbalanced their systems were and how corny the writing. Take Fallout for example. You aren't solving any complex problems, but you see the animation of the gun firing, you target a body part, you hear the sound, and the gecko is gibbed. You get to feel as if you just killed a monster, and that's what matters. A story is imprinted in your brain - you fought a wild animal and killed it with a gun. It was thrilling.This. Proof - Torment, TW3, ME1, some of the best games ever with mediocre gameplay at best.
Obviously for decades we had games with great gameplay and shitty writing (98% of RPGs from 1980s on) but at least the inept writing in all the grorious RPGs of yore, hacked together by autistic neckbeard engineers with zero artistic talent, didn't stand in the way of your enjoyment of combat, itemization, exploration, systems etc.
But TOW made me so sick with the subliminal estrogen, vegan, Bay Area bluehair vibes the world and characters gave out I couldn't be able to enjoy it even if the combat or itemization was good. Which is wasn't.
We hunt for those kind of moments in games. I remember playing Thief: TDP, another great example - you are not doing anything complex again - watching your light indicator and listening for footsteps. But you as a living playing person are watching and listening, and you are larping your character's watching and listening. You press and hold the right mouse button and you hear the lockpicks clicking inside the keyhole. You might just be holding down a mouse button, and swapping lockpicks now and then to progress the process, but you feel like a master thief
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I remember you were a fan of KCD. That game relies on evoking those feelings in the same way, doesn't it.
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