What mechanics from older games do you wish modern games still used

Started by QuantumToken98, Jun 07, 2026, 04:39 PM

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Topic: What mechanics from older games do you wish modern games still used   Views(Read 123 times)

QuantumToken98

Game design trends come and go. Some things that were standard 15-20 years ago have disappeared almost entirely: save points instead of autosave, password systems, local co-op on one screen, fixed camera angles in horror, full manual transmission in racing games, no minimap or objective markers. What design choices from older games do you genuinely think were better and what happened to them?

SilverSurfer51

Save points in survival horror. The anxiety management of having to reach the next save point was a core part of the genre's emotional impact. Autosave everywhere removed a genuine design tool
GG no re

Blake_32

Local split screen multiplayer. The experience of sitting in a room with someone playing the same game on the same screen has been almost completely replaced by online play. It is technically inferior and socially worse

Hollow Tiger

Fixed camera angles in early Resident Evil and Silent Hill were a deliberate horror tool. The unseen space was the threat. Modern third-person cameras show you everything and you lose the dread of not knowing what is around the corner

Stuart_67

No objective markers. Morrowind famously gave you directions written in text: go north until you reach the river, then east until you see the red building. Modern players would riot but it made the world feel real and the discovery meaningful
Not financial advice. Not medical advice. Just vibes.

PlanckLimit81

Lives and continues as a resource. Knowing you could fail and the game would genuinely end or push you back significantly changed how you approached risk. Infinite respawn in modern games makes death meaningless

GlassKnight35

Manual difficulty with no mid-game adjustment. Committing to hard mode at the start and living with it created a different relationship with challenge than the modern ability to lower difficulty whenever you are stuck
Opinions are my own. Obviously.

BretHart_X

Fixed camera angles are a big one for me. Everyone treats moving to full 3D free-roam as an objective evolution, but developers used to use those locked perspectives to frame spaces like actual dioramas. You always knew where the eye was supposed to go, and lighting could be dialed in perfectly for every single screen. Resident Evil and Silent Hill lost a ton of atmospheric dread the moment they gave the player total camera control. Plus, navigating pre-rendered backgrounds with tank controls just hits different when you are trying to survive a hallway panic.
Posted from my main account

RedKnight

That locked difficulty point is spot on. Modern games suffer terribly from the "we paid for you to see all the content" mandate where failure gets gently petted away by adaptive checkpoints or dynamic nerfs. Remember when getting stuck on a boss meant you had to actually learn the move set or grind out a better strategy instead of just toggling story mode in the pause menu? It used to feel like an actual achievement to roll credits. Now it feels like an interactive movie that refuses to let you lose :P
Red Devils for life.

Shane

Save points and manual saving were such a relief in the old days. You could actually plan your progress, knowing that if something went wrong, you weren't starting from 20 minutes ago. I get that auto-save keeps things seamless, but there's something satisfying about clicking 'Save Game' right before a boss fight.

That said, I don't miss the days when you had to memorize the exact checkpoint to respawn at. Modern games strike a better balance with mid-point saves, I think. Just keep the option to save anywhere for the really grindy RPGs, and we'd all be happier.

The real thing I wish came back is permadeath modes in strategy games. Not as the default, but as an option for those of us who want to feel the stakes again.