These. I will show that EgoRaptor video to my kids when they get into gaming and maybe they'll understand.LadyLightning said:1.) Intro level design that teaches the player the basics as a course of gameplay, rather than through tutorial popups (see EgoRaptor's Sequelitis video about the MegaMan X series)
2.) Real disadvantages to failure, including widely-spaced savepoints, potential loss of character stat progression (bring back level downs! XP debt is for losers!)
3.) Greater focus on story and characters in RPGs, and lesser focus on graphics (Seriously, we've got photorealism already. Stop pushing graphics and start hiring writers who aren't shit.)
I'd consider this a good example of retro game immediacy:
Their show isn't always the best but I loved that particular episode. These three guys typically go into a game without a single clue how to play and go for about half an hour on intuition. How long would half an hour of play get you in a modern game? Past the loading and downloading screens? Past the multiple intro cinematics? Past the tutorials?
While it's all done half jokingly, they state at the end they found this a lot more fun than most modern games, and they didn't even try any of the other mechs beyond the Nitro, or the multiplayer which was also fun. The only problem I had with it was limited continues and no save points at all. Including those wouldn't do much to change just how intense the last few levels are.