Is there a core technical reason why modern games feels like shit made with unity meanwhile retro games don't feel like made with godot, unity or unreal?
Anonymous
8/22/2025, 2:47:15 AM
No.718724484
What happened to the Bubsy thread? We weren't even posting smut.
Anonymous
8/22/2025, 2:49:06 AM
No.718724609
>>718723030 (OP)
I hypothesize that much of modern industry is built on mechanisms no one understands but things just sort of work so they churn it out and if theres any subtle changed from minor "improvements" they make later theyre forever lost because not only do they not know what was changed, but they cant recreate the old tech if they wanted to
Anonymous
8/22/2025, 2:52:17 AM
No.718724824
it's because a lot of these engines have templates for physics-driven character controllers, and devs use them with minimal changes to their behaviour in terms of drag, friction, gravity, etc. retro games had controllers built with kinematic motions defined in a way that permitted only precise speed and positions for any given action, but that's all gone with physics systems in modern engines. you can slide around, bounce on collision, and completely mess up your behaviour, but devs don't care or notice because they're brainlets.
Anonymous
8/22/2025, 3:07:32 AM
No.718725761
>>718723030 (OP)
devs use the upscaling magics of new gpus as a crutch for shit optimization
Anonymous
8/22/2025, 3:14:13 AM
No.718726187
>>718723030 (OP)
Default physics in game engines has a lot to do with it. If you go back to retro games, you'll notice there is basically no attempt at simulating realistic physics, just things moving in a way that looks/feels right for that specific game.
Anonymous
8/22/2025, 3:42:53 AM
No.718728164
>>718723030 (OP)
Lower tech threshold enables less talented developers.