As a fan of retro style RPGs I often see a lot of criticisms aimed at certain design choices in modern games that imply that the game looks or plays "outdated" instead of having a deliberate design choice or aesthetic.
One of the classic examples is Turn-based Battle Systems, which is my preference, for many feels like a relic of the past that was only ever used due to design limitations, nevermind that some of the most challenging, strategic and in-depth combat systems ever seen in games have been turn-based.
A more recent example I see is jabs at the fixed angle camera isometric views of games like Wasteland 2, Divinity: Original Sin, and Pillars of Eternity. A common argument being despite these games having great high resolution art, that the perspective makes it feel limited. There's also the criticism that the games feel more like a RTS with their focus more heavily on mouse usage for movement and issuing commands.
While I fully understand everyone has their preferences, and a feature one person may enjoy another person may hate, I wonder if the distinction between outdated game mechanics and intentionally retro ones isn't distinguished well enough.
I'm sure if someone were to today make an adventure game today that used a 100% text parser engine to play it would be considered outdated by pretty much everyone, though this seems to be a matter of lack of broad appeal, if someone were to indeed create a text parser engine that successfully passed the Turing Test (ability to convincingly simulate human behavior and form) and built a game engine around it, the same criticisms of it being outdated would still be made.
So I wonder, is it truly possible for any game design mechanic or aesthetic choice to be TRULY outdated? Is there anything that simply lacks any sort of retro appeal to be considered re-creating? What are your thoughts on the whole Outdated Vs. Deliberate Design situation.
One of the classic examples is Turn-based Battle Systems, which is my preference, for many feels like a relic of the past that was only ever used due to design limitations, nevermind that some of the most challenging, strategic and in-depth combat systems ever seen in games have been turn-based.
A more recent example I see is jabs at the fixed angle camera isometric views of games like Wasteland 2, Divinity: Original Sin, and Pillars of Eternity. A common argument being despite these games having great high resolution art, that the perspective makes it feel limited. There's also the criticism that the games feel more like a RTS with their focus more heavily on mouse usage for movement and issuing commands.
While I fully understand everyone has their preferences, and a feature one person may enjoy another person may hate, I wonder if the distinction between outdated game mechanics and intentionally retro ones isn't distinguished well enough.
I'm sure if someone were to today make an adventure game today that used a 100% text parser engine to play it would be considered outdated by pretty much everyone, though this seems to be a matter of lack of broad appeal, if someone were to indeed create a text parser engine that successfully passed the Turing Test (ability to convincingly simulate human behavior and form) and built a game engine around it, the same criticisms of it being outdated would still be made.
So I wonder, is it truly possible for any game design mechanic or aesthetic choice to be TRULY outdated? Is there anything that simply lacks any sort of retro appeal to be considered re-creating? What are your thoughts on the whole Outdated Vs. Deliberate Design situation.