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What's the difference between an outdated game mechanic

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What's the difference between an outdated game mechanic and an engine/technical limitation?
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>>4186554
When you make a game, you have to make choices about how the game will play. If those choices prove to be unpopular over time then they could be considered outdated.

A limitation is simply just constants inherent of the medium that they had to work around.
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>>4186554
Not >>4186567, but he hit it on the head.

To follow up with an example, consider the Jeff Vogel Exile 1-3 games. An example of a technical limitation being overcome is how the sphere of Thralni becomes a special item in the third game (and thus for instance you can't drop or lose it), because it wasn't until then that special items were something usable.

But a system of magic that includes a bunch of spells of dubious utility, that would get slashed out of existence when he converted the game to the Avernum format, like all those fear variations, or that symbiosis line that nobody ever used, are poor design choices. It's entirely probable that if we diverge into an alt-history where Vogel designed the games in the early 2000s, not the 90s, you'd still see the latter, but not the former.
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>>4186554
who knows
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>>4186554
Outdated feature: Fast Travelling
Technical Limitation: Overworld/Town areas.
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>>4186554
Outdated means that it was badly designed and was fixed with time thanks to experience. Technical limitations means that the play has a shitty mechanic but the devs had no choice because of the physical technological limitations
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>>4186554
>>4187307
What games are these?
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>>4188223
suikoden 2 for psx
and dq 3 for snes
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fun is an outdated game mechanic
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>>4187886
A good example; certain numbers being unable to exceed 8, 16, 32, 64, 128, and so on. Memory was limited to the point of insanity even on 5th gen, and you had to be conservative as fuck with it.
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>>4186554
An outdated game mechanic is something inherent to the game/genre itself which quickly grows to be either intolerable as mechanics are streamlined or unnecessary with refinement over the years. For example, lot of early FPS games have you turning left and right using keys as part of your primary movement controls but sometime around Quake's release they became outdated as constant mouse look became the standard. It seems odd for an FPS to even include keybindings for looking around with the keyboard these days.
A limitation is something inherent to either the hardware or the software the game is running on discounting the game's own coding, and is present due to circumstance rather than developer choice. For example, Donkey Kong's Jumpman was given a hat that uses the same color as his pants because the hardware the cabinet uses wouldn't have enough memory to render animations for his hair while he moved around. The NES port of the game also had to cut out one of the levels in order to fit the game on the cartridge.
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