Summary
- Video game hardware advancements have led to more creative freedom but also the creation of a template for maximum sales.
- Technical limitations in the past resulted in creative solutions and iconic aspects in games like Silent Hill and Metal Gear.
- Games like Grand Theft Auto and Space Invaders turned technical limitations into gameplay features, shaping their respective franchises.
With video game hardware being more advanced than ever before, developers don't need to deal with the same restrictions that held them down in the past. While this should've ideally allowed for more creative freedom and expression in games, it has also led to the creation of a template of sorts to sell as many games as possible to make up for the increased cost of video game development.
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The '90s felt like a decade basically dedicated to the rise of the first-person shooter genre. These great games showcase why.
This might not be true in the case of every video game, but fans can't deny that titles in the past were way more creative and experimental. Even if developers had to deal with technical limitations, the solutions they devised were so iconic that they heightened the quality of these games in the eyes of many.
1 Silent Hill
The Fog Was Used to Hide the Game's Poor Draw Distance
Silent Hill
- Released
- January 31, 1999
Silent Hill's development makes for a fascinating tale, especially once players find out that Konami genuinely struggled with the game's draw distance. To combat this, they decided to drench the town of Silent Hill in fog to cover up what they felt to be a flaw.
Instead, this fog enhanced the town's atmosphere considerably, ensuring players feel a steady sense of dread while exploring the town and everything it had to offer. It's one of the most iconic aspects of Silent Hill that has been carried forward in every single Silent Hill game ever since.
2 Grand Theft Auto
A Bug That Caused the Police to Be Too Aggressive Shaped This Franchise's Future
Grand Theft Auto
- Released
- November 28, 1997
- Developer(s)
- Rockstar North
- Publisher(s)
- BMG Interactive
- Genre(s)
- Open-World, Action
Grand Theft Auto started out as an illegal street racing game, only for a bug to cause cops to run players over. While the developers could've struggled to deal with this technical hitch, what they stumbled upon was something far more magical.
The aggressive cops were so fun to interact with that the Grand Theft Auto series was born, with Rockstar allowing players to enjoy a crime-fueled tirade for the ages. The iconic Wanted system of the franchise would've never come into being had it not been for this happy accident.
3 Metal Gear
Originally Designed as an Action Game, but Hardware Limitations Turned It Into a Stealth Game With Few Enemies
Metal Gear
Display card community and brand rating widget Display card open critics widget Display card main info widget- Released
- July 13, 1987
- Developer(s)
- Konami
- Publisher(s)
- Konami
- Genre(s)
- Action, Stealth
- Platform(s)
- PC, Commodore 64, Nintendo Entertainment System, Nintendo GameCube, MS-DOS, MSX2
When the first Metal Gear game was being made, Kojima faced an issue regarding its development. The MSX2 simply wasn't powerful enough to render too many enemies on the screen at once, which made the game's action fall flat.
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To combat this, Kojima decided to make the game stealth-oriented, making for one of the first video games in this genre. The legacy of this title speaks for itself, setting the groundwork for the Metal Gear Solid franchise to take over the mainstream.
4 System Shock 2
Programming NPCs Was Too Much Work, Contributing to the Game's Desolate, Isolating Atmosphere
System Shock 2
- Released
- August 11, 1999
- Developer(s)
- Irrational Games, Looking Glass Technologies, NightDive Studios
- Publisher(s)
- Electronic Arts, NightDive Studios
- Genre(s)
- Action RPG, FPS
- Platform(s)
- PC
System Shock 2's oppressive atmosphere may seem like an intentional choice, but there was a time when the player was supposed to meet friendly NPCs on the Von Braun. However, technical limitations prevented the game from adding these characters to the game.
So, any other humans aside from the player were removed, and players were left all alone as they dealt with the threats aboard the Von Braun. It enhances the already fantastic atmosphere of System Shock 2, which went on to become one of the greatest immersive sim RPGs of all time.
5 Spider-Man (2000)
The Fog Covering the Ground Was Used to Hide the Fact That Developers Couldn't Render the Ground
Spider-Man
Display card community and brand rating widget Display card open critics widget Display card main info widget- Released
- September 1, 2000
- ESRB
- E // Animated Violence
- Developer(s)
- Neversoft
- Publisher(s)
- Activision
- Genre(s)
- Action-Adventure
- Platform(s)
- PS1, N64, Sega Dreamcast, PC, Nintendo Game Boy Color
The original Spider-Man is one of the most nostalgic video games for many fans. Peter Parker's epic adventures elicit the magic of the comic books as Spidey takes on a whole host of iconic villains.
During the time this game was developed, rendering the ground was a challenge for Neversoft, which is why they used the poison fog as an excuse to work around this technical solution. What could've been a crude solution ended up being a great way to force players on rooftops as they tried to save New York City.
6 Okami
Making the Game Photorealistic Was too Much Work, so the Choice Was Made for Cel-Shaded Graphics
Okami
- Released
- September 19, 2006
Okami may not have sold too many units at launch, but it eventually became a cult classic and is finally receiving a sequel. A huge reason why this game became all the rage is because of its Zelda-like charm and because of its cel-shaded art style (that was genuinely breathtaking to look at).
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This strong art design is something that could've been lost early on, since the developers intended for a photorealistic approach to the graphics. However, this turned out to be a huge hurdle, which is why the iconic cel shading was chosen for this magical adventure.
7 Space Invaders
Accidentally Added a Difficulty Progression Curve as the Enemies Moved Faster With Less of Them On-Screen
Space Invaders
Display card community and brand rating widget Display card open critics widget Display card main info widget- Released
- April 1, 1978
- ESRB
- e
- Developer(s)
- Taito
- Genre(s)
- Action, Shooter
- Platform(s)
- Arcade, Atari 400, Atari 800, Atari 2600, Atari 5200, Nintendo Game Boy, PC, Nintendo Entertainment System, WonderSwan
Space Invaders is one of the earliest video game successes that made waves on arcade cabinets. It also turned a technical limitation into a seamless integration of a difficulty curve.
With more enemies on screen, machines couldn't run the game at full speed. However, as the number of foes displayed on screen reduced, less processing power was used, and the game sped up. This had the unintended effect of making the game harder as players defeated more enemies and turned Space Invaders into a legendary video game that fans still love.
8 Donkey Kong
Mario's Iconic Design Stemmed From the Graphical Limitations of the Time
Donkey Kong
Display card community and brand rating widget Display card open critics widget Display card main info widget- Released
- July 31, 1981
- ESRB
- e
- Developer(s)
- Nintendo R&D1, Ikegami Tsushinki
- Publisher(s)
- Nintendo
- Genre(s)
- Arcade
- Platform(s)
- Arcade, Atari 2600, Nintendo Entertainment System, Commodore 64, Nintendo Game Boy Advance
Donkey Kong is one of the most legendary video games of all time that served as the debut of gaming's most iconic character, Mario. His early character design featured the iconic moustache, red cap, and overalls that have become synonymous with this character.
These bright colors were chosen for the character because there simply weren't enough pixels at the time to make for complex character designs. Mario needed to be an eye-catching character despite these limited resources, leading to the first draft of what would become one of the most beloved video game characters of all time.
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