>>11978023
>You're claiming all kinds of shit is self evident when it's not only not
It is, you're just too stupid to see it.
Many games were not "made" to only be seen in 4:3, that's just the hardware limits at the time, a lot of the PC ports even had other aspect ratios. If TVs were widescreen at the time they would have run in widescreen. No game concept would have suddenly not worked because of this.
3D animations were not "made" to run at whatever sub-30 FPS these systems handled at the time, the motions are tweened between keyframes, you can have any framerate because it's not a set frames of animation like sprites are. If they could have made these games run at 120FPS they would, no game concept would have suddenly not worked because of this.
Most of these games were not "made" for having a single analog stick but were in fact awkwardly kludged into it because that's all they had and they had no idea how to design 3D controls at the time. If you Mario 64 still would have intentionally would have gone with four face buttons to control the camera instead of a second analog stick had they thought of that then I have a bridge to sell you.
The games weren't "made" to have laughably low-poly models at far off distances as a design aesthetic, but because that's the best they could do at the time and a CRT was too blurry to notice anyway.
>widescreen doesn't "let you see more" that wouldn't be possible in a different aspect ratio
Yes it does, it literally lets you see more from the left and right. The only time it does not are for 2D games that were just made out of 4:3 aspect backgrounds.
>but the fact that it does fucks up cutscenes and fixed perspective areas
That's the difference between a proper port and just turning on "Widescreen hack" in an emulator