>I also have unorthodox taste in games (but I guess not as unorthodox as you). I am a big fan of the Sega Mega Drive, not just for the games, but the overall aesthetic - limited color palette, FM synthesis, powerful CPU that allows for fast paced games.
I'am absoluetly not a console player honestely, and have not high opinion about them. Well, I like Sonic and I sometimes like to learn about sonsoles and some console games, I know basic history and know major titles and memes, but overall I very divide classic PC gaming and console one - console games was always a 100% marketing product, aimed for very wide audience and basic console genres not that great and not that entertaining, but well, this is room for much more big disscution. And count this as "small entertaiment when you don't have everything to do elsewhere"
>I know some coding and learned 3D modeling as a teen out of interest, but it's going to be a while before I have the free time and motivation to work on anything. But if I ever do, it's probably going to be a post-apoc sci-fi side-scroller beat em up with RPG elements. Like Golden Axe with stat system. Inspired by stoner rock album covers.
Good luck with your tryings, hope you can make a lot monies with that.
>I also like software rendered 3D games. There's something cozy about software mode that's not there in accelerated games.
Personal tastes in 3D graphics are very complex theme for me too. I'd say that german poster answered you right, and this is more method of implementation rather than technology itself, but I know what you mean. Honestely I think that hardware acceleration with color lighting and texture filtering is good thing, and that actual 3d graphics looks absoluetly best from ~1997 to 2002/2003 untill normal mapping, more high polygonal stuff, ragdol physics etc. What important in graphic for me - is hand made animation and actual textures, how they was made and placed. I love textures from that time - in good games they was made by actual artists, with drawed all lights, detail that models lost and shadows. Well, in therms of actual rendering, I can 100% agree that Quake2 looks better of software rendering, I writed about thst multiple posts in previous video games threda when played thought Quake 2 and it's addons on modern sourceport that also allowed with some little features like resolution play it in software mode, and game looked like much less yellow blurey piss this for shure. However I bet you also thought about low resolution that make picture "pixelate" - well, my personal tastes is different, I like maximum modern resolutions, this is one of things that make picture of this classic games so "clear".
However I sometimes playing for enjoyment games like they was played back than, not long ago played Half-Life uplink that used old version of goldsource engine and still had that famous picture of WON-versions of HL1, sometimes I enjoy to play Doom on chocolate doom with this vanilla software redering feel, but this is more or less for diversity>>6708
>Because you've responded positively about 2d on 3d in the past? It wasn't a swipe or anything.
No, I clearly don't said about it. I enjoy many style of classic graphics, and I not against modern graphic in general - what important for me more is style, for example, Lands of Lore 1 have very beutifull artwork and sprite graphics, with awesome painted-like cutscenes and Patrik Stewar voice
>At the end of the day, it's their game.
This was not about this concretic game, but more ritorical question, about why nobody making games like I told, instead making different games, with irony that back in the past this different games died while games that tried to replace them is what I like but they are died too if all of this make sence :--DDDD
>and honestly the game wouldn't work as well if it wasn't grid based because that allows it to skip over the problems of fine movement when they can provide a smoother experience of their mechanics by simplifying the movement process
I talk not about "just replace one mechanic I don't like it hurr durr", games I metioned was in many ways very different, with different gamedesign and gameplay feel. Most progressist in that therms was Might and Magic actually - back when all do dungeoncrawler blobbers, or combined first person with top down like old ultima (that then will shift 100% into top down, then to isometry and then to gothic-styl third person)
MM from it's start and ith limitations of technology in 80s provided big openworld with dungeons, cities and wildreness - tilebased, but still big open game, that sometimes feel likse something that was way ahead of it's times on that therms. MM1 and MM2 used still a lot very classic RPG elements, like Encounters, randomisation of enemies and all that things that as metioned, STILL in JRPGs
but when technology allowed - New Wordl Computing was first company who get rid of them. Since third game they changed a lot mechanics, to make more "realistic" interation where mobs actually placed on map, can move on gird too, you can avoid them or fight, no "invisible" or static enounters. And combined with Might and Magic forumla, it provide great adventure.
I really think that Might and Magic World of Xeen, combination of two games (four and five ones) in one game, even thought with all their restrictions and limitations, with most primitive dialogues and combat-orientated gameplay with some fun puzzles, still peak of such RPGs, because what giant world for this genre this games allowed - many cities, many regions, two sides on one world, hell lot of content for many, many hours, all not by text, but drawn in awesome and memorable graphic style by artists, with awesome music, cutscenes and overall feel. This game feel like big adventure, very big one and this is peak not of Might and Magic only, but tile-based movment RPGs in general. And sadly, most of modern indie RPG not provide such experience. A lot of this games go to more old "sources" of genre and creating low scale Dungeon crawlers.
I said all of this is to say that free-movment blobbers go even further than that, providing their styles of gameplay and mechanics, that really far from it's tilebased conterparts. And they shure can be MODERN RPG games in early 00s at least, if this genre once get actualy budget and AAA team to implement, not this tilebased games which ones is obviously just count on "retro"