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Friday Fun Thread for March 14, 2025

Be advised: this thread is not for serious in-depth discussion of weighty topics (we have a link for that), this thread is not for anything Culture War related. This thread is for Fun. You got jokes? Share 'em. You got silly questions? Ask 'em.

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Piggybacking off of my last comment, are there others who feel that modern games seem not to be as fun as games from late 90s to late 2000s? This may be nostalgia talking, but people around me game less than they did, and most games they play are MMO ones, as opposed to campaign-focused ones like Half-Life.

I have not played a whole lot of modern games, but their gameplay does not seem to be that big of an improvement over things I have seen before. In many cases, modern shooters feel quite slow compared to arena shooters like unreal tournament or Quake. I was looking at games to play and very caught my eye beyond the new doom games.

Yes, games were better back then. Post mobile game design is all based on farming engagement. There is zero reason Doom Eternal needs weekly quests, or a bajillion cosmetic unlockables, or a weird meta progression mechanics. It's just more shit trying to hijack the compulsive part of your brain. Because game devs now are either evil, or stupid. They know the difference between compulsive and fun, and try to get you addicted out of selfish desire, or they don't and they just follow along because it's what is done.

Also, games were more responsive back then. On a console hooked up to a CRT TV, or a computer with interrupt based input (PS/2) and a CRT monitor, input to action was virtually instantaneous in a properly programmed game. These days there is a distinct fuzziness to game input, and many games actually allow you to input commands late and have them still count to compensate for this. I recall watching a video about some rogue like that let you jump a few frames after you had already walked off a ledge because of input lag.

That's called coyote time, and it's a pretty commonplace feature of most platformers these days, not just in one or two games. Judging from the trend, It seems to be the case that consumers prefer the feeling of that timing much better than strict one-pixel-past -the-ledge and you're dead timing.

Its fuzzy in that there is a gap between what is shown to you and what the inputs will do, but it does not have to be fuzzy in the sense that the game will likely still have a strict threshold it adheres for what is 'too late'.

I was a aware of the technical fix (even Doom Eternal does it, and speedrunners combined it with the weapon wheel to turn that physics nudge into an abusable catapult), but I had never seen it called "coyote time" before. That name is perfect.