MrBtongue, one of my favourite youtubers, returned from hibernation to give us another "Tasteful, Understated Nerdrage" in a video titled the same as this thread.
The video is rejoicing at the re-emergence of the old isometric RPGs associated with the infinity engine, but at the same time directing some criticism at how these games are, as he puts it, "
too balanced". Watch the whole thing if you want him to elaborate on it, but I think his core point of contention is that the process of creating these modern games was different from creating the old ones in a significant way:
The older games focused on making their world come alive, essentially, "
The game is a guest in your world", not the other way around, with the game's systems designed around accommodating this, the results often being some very janky game mechanics, unbalanced games, and a lot of very cheesy strategies.
The newer games, however, focus more on making their games balanced, intuitive, and "safe", with the game's world sense of authenticity of secondary concern. They then force some choices in there to appeal to people's expectations of "Choice & Consequence" (which he made
a very excellent video on also).
He expresses something in this video I've been feeling for some time now. I especially felt this when it came to the newer Fallout games: Games obviously designed to keep the setting intact rather than to create a world that feels authentic, and I feel like these games have lost something important in the process. Here's somebody expressing the same thing, though hopefully a bit more articulately than I have.
What do you guys think? Agree / disagree with the premise? Does it even matter to you if the game world feels authentic, or does "balanced" game design even inhibit your ability to enjoy it as such?