this post was submitted on 05 Feb 2024
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Here's a decent impression of the times: http://i.imgur.com/mAUyo.jpg
But back in the day (2003-ish) we still had amazing things to look forward to:
It's crazy how far we've gotten, but view distances spoil everything (IMO), and graphical improvements have slowed down (not stalled, but definitely slowed down) with Ray Tracing becoming wide-spread being the last big graphical improvement (since 2018).
And even then it was amazing. Honestly, some games of the era just never lost relevancy, and I play a few myself to this day.
(Picture - Star Wars Jedi Knight: Jedi Academy, 2003, the best lightsaber fighting game of all times)
Curious to hear more about your stance on view distance because you felt it needed to be mentioned twice.
I can't imagine anything about increased potential being inherently bad in an of itself, but it does present more opportunities for level designers to fall short by under-utilizing the spaces.
There is a level of charm that came from the compromise forced by technical limitations which pushed a lot of detail into sky boxes and other 2D workarounds to simulate a 3D space. Even so, it was always frustrating when you became aware that those details would only ever be unavailable to explore up close.
Spyro the Dragon launched in 1998, a year and bit after that issue of Next Generation linked. Spurs was one of the first games to make use of varying levels of detail to expand the view distance.
The level design of Spyro took advantage of this to encourage the player to explore the levels with Spyro’s glide jump by making interesting areas of levels in the distance more visible.
The game received a lot of praise at the time for its graphics and gameplay.