i’ve been thinking about how a lot of retro games weren’t just harder, they were quieter about what they wanted from you. They expected you to remember patterns, enemy timing, and weird little rules after a few failures.
does that feel like better design to people now, or just a different contract with the player?
Retro games really did lean on your brain as the UI. Between tiny carts, tiny text, and “we’ll explain it in the manual you lost, ” a lot of stuff was basically learned by eating dirt a few times. I’m not sure it’s better design so much as a different contract: you bring patience + repetition, the game pays you back with that “ohhh I get it now” click… and occasionally just a cheap death that feels like the dev shrugging at you.