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/vr/ limitations as storytelling/gameplay seeds

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File: maybe-cheryl.gif (255KB, 540x348px) Image search: [Google]
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Bear with me here

Arguable "retro feel" factor aside, I think the most interesting thing about classic games, the one thing that can't be replicated, is the way devs HAD to wrestle with huge visual/computation limitations to create worthwhile experiences, and sometimes they actually used those roadblocks as starting points to develop gameplay and scenario concepts.

Pic related is the universal example; got a shitty 3D draw distance? Make a game about a spooky town shrouded in fog and darkness.

So what are your favorite examples?
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heh
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>>3736068
Well besides your example.

I'll say music. https://www.youtube.com/watch?v=4Hf3O6mf3Rk


Sprites and dithering are also very neat,
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>>3736098
That always was a cute one, but I wouldn't say it's what I had in mind (this is more like clever padding, or a workaround)

It can be little things like this other one; in my mind, the Enix tech guys were messing around with the dev kit and they ended up with this weird effect and they called everybody going all "what am I even Mode 7-ing lmao"; then some scenario guy came up with the idea of setting part of the game in the concave surface inside a planet
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The only example I can think of isn't retro
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>>3736126

Seriously though fuck mode 7
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File: monkey-business.gif (392KB, 640x400px) Image search: [Google]
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>>3736130
Aw, surely there are worse modes

On topic, this scene from Monkey Island does it for me, though it's basically a cutscene; it uses the Sentence Line as a literal storytelling device
Thread posts: 7
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