summation
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Due to the development of video game hardware, we have created a template for more creative freedom and maximum sales.
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The technical limitations of the past resulted in creative solutions and symbolic aspects in games such as Silent Hill and Metal Gear.
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Games such as Grand Theft Auto and Space Invaders formed each franchise by changing the technology limit to the gameplay function.
As video game hardware develops more time, developers do not need to handle the same limitations as they have in the past. This allowed more creative freedom and expression in the game, but created a kind of template that can sell as many games as possible to replenish the increase in video game development costs.
This may not be true for all video games, but fans can't deny that the title of the past is much more creative and experimental. Even if the developer needs to deal with technical limitations, the solution they devised is so symbolic that it has increased the quality of these games in the eyes of many people.
1
Silent Hill
The fog was used to hide the poor drawing distance of the game.
Silent HillThe development of the development creates a fascinating story. In particular, there is a story when the player finds out that Konami is truly difficult as a lottery street. To fight this, they decided to soak the village. Silent Hill In the fog, you can cover what they felt like a flaw.
Instead, this fog greatly improves the atmosphere of the village, making the player steady fear as the player explores everything he needs to provide with the city. It is one of the most symbolic aspects Silent Hill It has been carried forward in all singles Silent Hill Game since then.
2
Grand theft automatic
A bug that forms the future of this franchise, which is too aggressive by the police
Grand theft automatic Starting with illegal street race games, bugs only started to allow the police to drive out the player. Developers may have struggled to deal with this technical disorder, but it was much more magical what they found by chance.
The aggressive police were too fun to interact with him. Grand theft automatic The series allows players to enjoy the annual crime with Rockstar. The symbolic resentment system of the franchise would never have come if it weren't for this happy thinking.
Originally designed as an action game, the hardware limit has been changed to a small stealth game.
first Metal gear KOJIMA has a game and faced a problem with development. The MSX2 is not powerful enough to render too many enemies on the screen, so the action of the game is flat.
To solve this problem, Kojima decided to make the game stealth -oriented and decided to make one of the first video games in this genre. The legacy of this title is said in itself Metal Gear Solid Franchise to take over alcohol.
4
System shock 2
It was too much to program NPC, and it contributed to the mood of contributing and separating the desolate separation of the game.
System shock 2The oppressive atmosphere may seem like an intentional choice, but there was a time when the player had to meet a friendly NPC in the von Brown. However, due to the technical limitations, the game is not added to the game.
Thus, other humans except players were removed, and the player was left alone when dealing with the threat to Von Braun. It already improves a fantastic atmosphere System shock 2It has continued to become one of the biggest immersive SIM RPGs.
5
Spider -Man (2000)
The fog covering the ground was used to hide the fact that the developer could not render the ground.
Spider -Man
- Released
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September 1, 2000
- ESRB
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E // Animation Violence
text Spider -Man It is one of the most missing video games for many fans. Peter Parker's narrative adventure draws the magic of comic books, just as Spidey takes a symbolic villain.
While the game was developed, the rendering was a challenge for Neversoft, so I used poison fog as an excuse to solve this technical solution. It was a good way to force players on the rooftop while trying to save New York City.
6
Okami
I chose Cel-Shaded Graphics because it was too much to make a game photo.
Okami
- Released
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September 19, 2006
Okami At the time of launch, you may not have sold too many units, but eventually became a cult classic and finally received a sequel. The big reason this game has become all anger Zelda-Deal and cell shade art style (truly breathtaking and breathtaking).
This powerful art design can be lost early because developers intended to take a photographic approach to graphics. But this is why the symbolic cell shades are chosen for this magic adventure because it has been found to be a big obstacle.
7
Space intruder
As the enemy moved faster by mistake, I added a difficulty curve.
Space intruder
- Released
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April 1, 1978
- ESRB
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E
Space intruder It is one of the first video games that made waves in arcade cabinets. In addition, the technical restriction has been changed to smooth integration of difficulty curves.
More enemies on the screen could not run the game at full speed. However, as the number of enemies shown on the screen decreased, the process of handling was low and the game occurred. This had an unintentional effect of making the game more difficult by defeating and scaling more enemies. Space intruder As a legendary video game that fans still like.
8
Donkey beans
Mario's symbolic design comes from the graphics limit of the time.
Donkey beans It is one of the most legendary video games in history that played the debut role of Mario, the most symbolic character of the game. His early character design features symbolic mustache, red cap and pants that have been synonymous with this character.
This bright color was chosen for the character. This is because there was no enough pixel to create a complex character design at that time. Mario had to be a character who caught the eye despite these limited resources, leading to the first draft that would be one of the most beloved video game characters.