Minecraft evokes much of that sense of magic and wonder for me and I didn't start playing it until my later 30s.
Other key components are:
* A world that is interactive enough to feel like a place where you are and not just imagery that you're skimming over.
* Art that is detailed enough to be evocative but not so detailed that it reaches the uncanny valley of looking real-ish but not actually real.
Minecraft does both in spades.
It felt like you were really in a place, and the lack of HUD directing you to "points of interest" made it that much more exciting and interesting when you discovered something new.
In a word - immersion. The vast majority of RPG games suck at it. In-your-face tutorial pop-ups, GPS quest trackers, complex HUDs, full-screen menus, etc.
For a taste of what properly immersive RPGs are play the Gothic series.
"Other games of this era, and even a lot of modern games, are content to resort to more video-gamey designs that remind you you're playing a video game. Gothic 1 and 2 took the extra steps to ensure that everything was as immersive as they could possibly be." [1]
Videos that give a good overview of the immersive design of the games: [2], [3].
Guide on what exactly to play:
1. Gothic 1
2. Gothic 2 Gold Edition
3. The chronicles of Myrtana Archolos - a fan-made total conversion mod for Gothic 2 that follows in the spirit of the past two games. It's as high in quality as a professional production would be. Seriously. See [4] for a preliminary review.
All are available on Steam.
[1]: https://youtu.be/_V6tdH6YRy8
[2]: https://youtu.be/qvyzjFfxiXo?t=194 (this part refers directly to immersion, for more context you can start from the beginning)
[3]: https://youtu.be/_V6tdH6YRy8?t=597 (whole video is good, but the most relevant parts start here)
[4]: https://www.youtube.com/watch?v=L2F4-2i9gGY
(not associated with the particular youtuber in any way, his content just happens to be good)
--The Phoenix Exultant by John C. Wright
If you approach stuff with positivity, openness and wonder you'll have a blast! This is my current experience with learning Go, having learned Python previously.
I don my explorer's hat and force myself to live into the text, subject or code (Herder's Einfühlung). Personally it makes the journey so much more entertaining than merely as a tools to an end.
It's joyful to obsess over stuff; to try and get better; to try and understand.
There's two things, IMO, that get in the way as an adult:
* The crush of ordinary responsibility can not leave enough time for exploration and wonder.
* Related: We just get used to following a routine and not completely losing ourselves in something new. Maybe we tell ourselves we can't get good at new things anymore like we used to.
Revisiting old stuff, like Monkey Island, is fun; but it's not nearly as intense as something new. I'm looking forward to it and it will be entertaining to share with my family. It's been awhile since I've found this kind of pure fun and intensity in video games, but I'm sure it'll happen again.
EDIT: Oh, and how can I forget the music!
In the modern version the town is no longer twinkling and glittering. It appears smaller due to the large buildings. The strong purple tints (especially on the horizon) gives the scene an uneasy feeling. And the lookout point is no longer forlorn, it appears close to the town due to the way the whole island appears downscaled because of the larger town elements. We have also lost the reflection of the lights in the water, making the island appear to sit on the ground rather than in the waves
I'm still going to play the game and hope to love it. But the art style seems to feature very strong colours and intense gradients. When animated the motion seems too fluid, with characters deforming like in a Flash animation
One underappreciated aspect of low definition graphics is that your mind can interpolate the visuals, and you feel more immersed. (suspension is disbelief has a positive effect here)
When graphics become HD or closer to photorealistic they are starting to trigger an uncanny valley effect.
Yes, what Scott McCloud calls "closure" in Understanding Comics.
That said, my mind also interpolates the newer version of Melee Island, because it's cartoony and "abstract" enough, and so I also like it.
Exactly! I forgot about reading this book, but it was very insightful.
On the other hand, the story, and the subtle humor from 1 and 2 was lacking or different.
MI2 took it a little further with the unresolved tension with LeChuck.
MI3 didn't really have that same sense of tension or urgency because Guybrush is already in a relationship with Elaine and he's just trying to break the curse. MI3 (or CMI) was a great game, but it just didn't leave you wanting more.
Same! First of all I LOVED the “eternal night” in some locations.
It was unexplained and unmentioned (though an easy headcanon might be that everything you do there takes place during a single night) but it has a huge effect on the aesthetic feel of the game world.
The other thing that evoked the sense of adventure was the balance between the Civilized and Unexplored parts of its world, a common theme in pirate settings.
> with part 3 the magic was mostly gone unfortunately.
Curse certainly felt a bit “off” to me (I wasn’t aware that it wasn’t made by the same people but I could feel it) but it still had some charm, except for the abrupt final episode.
Playing it as a tween, it evoked this feeling of one of those rare special nights where I got to stay up way past my bedtime on a warm summer night at an amusement park, fair, circus, camping, etc. (Where the twilight and temperature is perfect after the day's brightness and the heat has broken.)
I genuinely think this game (which I didn't discover until years later following its release) has the impact that it has for me because of the brilliant soundtrack.
I think it was here on HN that I previously read a comment breaking down how the PC speaker could only play one tone at a time, but the team managed to simulate two overlapping melodies
1. To be fair, the speakers were intended for the back shelf of a car. It was cobbled together from castoffs found in the loft...