Original Post
As a type of "old-school gamer," I read nerd_boy's post below with interest. I chose my own screen name as a description of what I felt to be the fun of older games, and I'll attempt to explain this feeling here. I'd like to introduce some terms--the opacity, translucence, and transparancy of games. Transparency is how closely a game models action in reality. By reality I simply mean realtime and realspace. For example, I'm including a well rendered monster in Doom 3 in this reality. This is what people are talking about generally when they talk about wanting games to be more "realistic," or when they're hoping games become "more like movies." Opacity in a game is movement farther away from modelling reality. Chess, for example, could be considered an extemely opaque game. Of course, these terms are meaningless in puzzle games like tetris, and other games that aren't really trying to model anything in reality. You'll notice that tetris would be tetris on the NES or the PS2. The PS2 version would look prettier, but the game would play the same. Transparency needs advanced graphics and high processing speeds. Games that benefit from higher transparency are the games that are selling, and indirectly selling systems--FPS's, EA sports games, Tony Hawk's Pro Skater. The more transparent these games are, the better they are, and they've been pushing the graphical envelope. Moving in 3d requires a lot of processor power as well. Not all genres require transparency to be good. RPG's and similar games (like say, Legend of Zelda: Link to the Past) don't really benefit from higher transparency, because they were never really trying to model reality. What old school gamers miss is the translucence of the older games. Translucence allows a gamer's imagination to fill in the details between what's presented on screen and what it's supposed to signify. THe graphics and gameplay don't pretend to be exact representations of real space, and it allows the gamer to enjoy the game on a more abstract and imaginative level. It's like the difference between reading a book and watching a movie. I think where nerd_boy misses the point is that gaming doesn't need limits so much as it needs the creativity the limits inspired. Personally, I think there's only so much one can do with transparency before it gets boring.