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> It was a wonderful feeling to see these games as I imagine they were intended to be experienced Did you mean the way they were not intended to be experience
by Narishma 10y ago
> It was a wonderful feeling to see these games as I imagine they were intended to be experienced
Did you mean the way they were not intended to be experienced? Otherwise it doesn't make sense. The way they were intended to be experienced is on a real console connected to a CRT TV.
- 0xcde4c3db 10y agoIt really depends on the game and what the designers and programmers considered ideal or non-ideal at that time. There might not even be unanimous opinion among the creators of what the ideal behavior would be; that's often seen in film, where an actor, director, and screenwriter all have somewhat different interpretations of a character. On one hand you have stuff like Cave shooters where they've tried to reproduce the slowdown in ports because it's expected in the genre and affects difficulty. On the other hand you have stuff like Shadow of the Colossus, which was almost certainly not intended to have extreme framerate drops. We can objectively talk about various metrics of accuracy compared to the original hardware. Authorial intent is, pretty much by definition, a matter of opinion (and authors themselves, over the years, often change their ideas of what their intent was).
- colanderman 10y agoWell-said. For my experiment I took "authorial intent" to include: * no framerate drops * audio synthesized with band-limited step functions (including the "triangle" channel) * video composed of band-limited scanlines * video interrupt running at NTSC rate * audio interrupt running at 240 Hz * free-running audio synthesis Like you said, it is entirely a matter of opinion what authorial intent is. For my purposes this definition provided an interesting experiment, and the result was aesthetically pleasing.
- WorldMaker 10y agoThere's also the part of "authorial intent" where particularly at that time many of the games were designed and developed sometimes on much bigger hardware (corporate mainframes, for instance) targeting the consoles and then later QAed on development consoles (that might not even be the same hardware as production consoles). There certainly are questions for some games if the authors intended something much better that they could get their development hardware to perform. It's not that many console hardware generations back where even development consoles still varied in hardware from production consoles (at least as recently as the early history of the PS3/Xbox 360). All told, it's all a part of game's version of the "the artwork is never quite finished/realized, it's just eventually published".