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Raportează o problemă de traducere
As for whether things "stand the test of time", well, that's a pretty subjective measure. Though I can remark that, just for 2D platformers, those that use pixel-art sprites do tend to lend themselves to more precise controls, compared to those that use polygon art in 2.5D. And as for playerbases...do note that Nethack, with its famous ASCII-based GUI, still has a very active player community (and even occasionally active devteam).
As for the difference between "on the go" gaming and "gaming rig" gaming -- it's not just that they're playing something on a lower tech machine. The games themselves are different, because the things that the players want to spend that time on are different. Just like how someone might want to play an Elder Scrolls game for an immersive open-world experience but they're not always in the mood for that so they might turn to Disgaea later just for something they can mindlessly grind because that fits their mood at that other time.
And you may say that there's just a ton of people these days with nostalgia goggles buying up games that look/sound/play retro, which is true. But if you're also saying that these games don't provide the same depth of experience...well, I'd disagree on that. Nostalgia may be a passing fad but this seems to be quite enduring, with people making new developments in old genres and display formats. (And this is before I account for the fact that the experience that different people want at different times is different...) Meanwhile those older games still offer people lots of interesting experiences, so they're clearly not "dead" either. Even if they're not playing something for the first time, there are modding/hacking scenes as well as speedrunners and TASers.
Now, granted, there's also the fact that many mobile games today are certainly not the same sorts of games as the well-regarded games of yesteryear. Candy Crush and Farmville and Bejeweled are quite different from Contra, Chrono Trigger, and Castlevania. They tend to be simpler, more straightforward, and designed with short bursts of play in mind. So in a way you're seeing a rise in puzzle games and minigames, with mobile gaming. Though clearly there are larger-scale games on mobile devices...just as there were both kinds of games on, say, the Game Boy. This isn't a result of the hardware, either -- some of these games have pretty complex animations that wouldn't be easily reproducible on an SNES for example. Rather, this is a result of the kinds of gameplay demanded by customers' situations. You can easily pick up and put down something like this, very much unlike how you're pretty much stuck in an intense multiplayer firefight where you are constantly thinking about strategically supporting your teammates and communicating frequently.
Sorry this turned out to be a longer reply than I expected.
TL;DR mobile gaming is the way it is not because of its hardware, but because of the sorts of playstyles people want. Meanwhile, "retro" games are getting lots of interesting developments, without having to resort to high-end graphical capabilities.
I just read the TD/LR: I might read the other lot on the smart phone when I take a crapper break with time to spare, who knows?
Mobile is just like old crap I have seem before like back in the day. If anything mobile gaming is basically hipster gaming in a sense. The new kids on the block just don't know that though. I read the reviews on mobile games with 5/5 GG. Yeah like maybe decades ago, oh well.
I think "hipster" types are more likely to go with retro gaming than mobile gaming.
Not sure what 5/5 GG is.
Mobile rate game 5 out of 5 stars and GG is short for good game.
When I mean hipster I mean the style of games not they are old retro ones. Kind of like the weeaboo phenomena is not authentically Japanese. These mobile style of games might all be new to the young ones, but they are just hipster type clones of old games back in the day to me.
I think that "non-authenticness" can go either way, honestly. Like that "weeaboo phenomenon", sometimes it just comes out as an embarrassing self-mockery of anime tropes, while other times people can make and have made really great stuff with elegant art and strong storytelling. Same goes with the recent trend of retro revival -- some works feel cheesy as all hell, but others stand quite well on their own merits (with smooth gameplay, cohesive visual aesthetics, good dramatic/thematic pacing, and so on).
The rise in minigames, though, that's relatively new. There were certainly some of these games on other systems -- e.g. implementations of various card and other table games, for example, as well as classics like Tetris and Dr. Mario -- but the way people play games on smartphones (as well as short/low-commitment games on computers) seems to have led to an explosion in demand for these sorts of things. Clicker/incremental games are a relatively recent innovation (ugh, I feel dirty using that word to describe them) that fits this sort of playstyle.
Yes people are playing Tetris for the first time like it was hot stuff. Yes it was hot stuff decades ago. It like when people show me a game on facebook and mobile. I am like yeah I did that decades ago. It's all like ancient history to me lol.
Yes why deny the youth of today a history lesson. Even if it is in gaming and they don't even realise it, oh well.
I don't care if that makes me look silly. I've already done sillier. I've perfected the art of H enter H enter H enter H enter H enter H enter to get absurdly high scores in Solitaire, for cryin' out loud.
They also have a completely stripped down version of Minecraft, don't know why someone would want to own that ♥♥♥♥ when they could easily get the full version on PC.
It's a game whose particular interface doesn't work well for same-screen local multiplayer, because each player holds a hand of cards, but does work well for tablets and perhaps perfectly well for the Switch actually.