Modern games have given up on that for which I am very grateful. Diablo and Black Isle games were the real forerunners in the KISS principle that revitalised the dying 2D RPGs.
Modern games have given up on that for which I am very grateful. Diablo and Black Isle games were the real forerunners in the KISS principle that revitalised the dying 2D RPGs.
When everyone was praising the depth of Morrowind, for example, I found its environment sterile and lacking in the kind of interactivity I had enjoyed in these games of my youth. Skyrim was the first modern CRPG to really surpass them.
(I do realize that the itch I'm describing is probably better satisfied with something like Minecraft, but I'm getting stubborn in my old age).
However, at the time, again, it was definitely something new and different. Games in the 80's were more often conceived of as puzzles to solve, rather than worlds to explore: adding lots of surface detail was how Garriott perceived possibilities for immersion. A lot of games followed similar-yet-different paths of piling on stuff that made the games tedious in the early 90's. By the middle of the decade people were calling the whole genre dead, which is hyperbolic, of course, but reflective of the move towards streamlining and thinking about UX across the whole design, which left "traditional-looking" games out in the cold.
That said, its longevity and player retention I do think speak for itself. (Maybe the longevity more than the player rentention.)
Except Minecraft.