this post was submitted on 08 Sep 2025
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[–] NigelFrobisher@aussie.zone 39 points 1 day ago (5 children)

People forgetting that when you ran out of lives you used to have to go back to the start of the whole game.

[–] mavu@discuss.tchncs.de 18 points 1 day ago (1 children)

yes, i HATED that, and don't think I ever finished any of those games.

that was not a good thing.

[–] pressanykeynow@lemmy.world 1 points 12 hours ago* (last edited 12 hours ago)

To you. It was for players who liked it that way. There are even popular rogue likes today.

[–] EnsignWashout@startrek.website 9 points 15 hours ago* (last edited 15 hours ago) (2 children)

People forgetting that when you ran out of lives you used to have to go back to the start of the whole game.

We remember. It was bullshit back then. It's still bullshit now.

Edit: I beat many of those games on three lives. It was still some bullshit.

[–] pressanykeynow@lemmy.world 0 points 12 hours ago

Why is it bullshit? If you couldn't die nobody would play those games. The stakes were the reason to play.

[–] NigelFrobisher@aussie.zone 0 points 11 hours ago

It wasn’t bullshit. You could get through those games in about an hour and that set of levels was the game. Games like Sonic sunk or swam based on whether playing through those levels over and over to achieve a better run was actually enjoyable. Not to say that today’s much longer games aren’t valid too, but they don’t have to be as tight.

As someone who isn't necessarily big on the notion streamlining is "objectively" good game design... That more or less began to be disposed of the minute we had the technology, minus a few now-niche genres that rely on it. It was gradual, but mass market games as early as Zork in 1981, had save schemes.

[–] unphazed@lemmy.world 2 points 1 day ago

Zelda: Pwr off Rst. Must ensure progress is saved. Far end of the spectrum: Sewer Shark. Fuck that game, I didn't want that beach life anyhow.