# deliretro as deliberately retro game development
consider "deliberately retro" game development which differs from games / play featuring standard "retro aesthetics" or that are simply retro themed
rather than making a game that's simply a nod toward retro aesthetics of yesteryear through the use of a pixelated art style deliretro play fully expresses modern day game 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 / games 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 game feel of its movement mechanics seem to come direct and unchanged from the early 90s
such concerns are semi-echoed by scientist 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 game should emulate a 1996 look. so rather than pushing boundaries they're creating artificial boundaries. if they really wanted a game 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