# deliretro as deliberately retro garme development
consider "deliberately retro" garme development which differs from garmes / play featuring standard "retro aesthetics" or that are simply retro themed
rather than making a garme that's simply a nod toward retro aesthetics of yesteryear through the use of a pixelated art style 'deliretro' play fully expresses modern day garme dev advances and trends in coding graphics design physics and sound etc. - but just with an oldschool feel
// video here
deliretro development deliberately dials back on making play / garmes look modern; rather than spending time on art assets or realism the idea is design simplicity even to make things janky looking andor like true crapolaware
however such deliretroware is computationally complex - it's simplicity in terms of presentation represents the complexity richness and subtlety of its abstract systems
if it was finished a good example of deliretro would be carrier2 - a remake of carrier command for the amiga / atari st
a non deliretro example however would be strafe since teh garme feel of its movement mechanics seem to come direct and unchanged from the early 90s
such concerns are semi-echoed by player eraser
right now i think what made quake 1 shine was that the artists were able to create something amazing by pushing the available tech in interesting directions. what strafe currently looks like is people having 2015-era tech at ir disposal and coming up with arbitrary rules about how ir garme should emulate a 1996 look. so rather than pushing boundaries they're creating artificial boundaries. if they really wanted a garme that looked like 1996 ir engine should be comparable to a 1996 graphics engine as well
****update patch**: back in 1995**
suggested some english tweaks for takaaki ichijo's awesome looking "back in 1995" a truer deliretroware title
// republic of bob