Can you guys think of any interesting things video games did to work WITH limitations of technlology rather than against it? For example, I love the way Poo's trial in Earthbound and the final battle of Mother 3 use the text-based battle system to convey feelings you couldn't directly translate to a modern visual presentation
I think that random encounters is an early example of using procedural content to work around the limitation both of memory and manpower. You don't have to define every single encounter, but just regions and party lists.
Another one would be how maps are handled in rpgs. For classic rpgs like FF and DQ, instead of defining every single location, you can only visit the most important ones, and the rest of the time is spent on travelling, which makes the player feel like he is in the middle on an epic journey without feeling boredom because of walking through endless landscapes.
But on the other hand, Zelda and pokemon went the other way. The map is well defined but smaller. Every single place is interesting
>>3598545
I still love the old DQ style of world map. Though of course you need to have a lot of optional and hidden locations too if you want to keep the feeling of adventure
>>3598520
I know in Might and Magic 2:Gates to Another World did a great job of it. Certain squares were instant death. They would describe in graphic detail how you died. Pic related as fok
I guess Sentinel... 3D landscapes couldn't be moved around in realtime so you have this utterly novel gameplay based on, well, it's difficult to explain by comparison to anything else. A static robot that can only rotate and absorb objects to gain enough energy to materialise copies of itself elsewhere. Procedurally generated terrain. Absolute work of genius.
You know what Metroid Other M tried to do? 2D movement on a 3D plane? That would have been revolutionary back on the PS1/N64.
>>3599025
C: The Contra Adventure does just that.
https://www.youtube.com/watch?v=Z-Raz0DBymc
>>3598520
This thread is very interesting ;D