>>44986592an example of retro-game abstract aesthetics: That shitty little tile for the stairs. When I figured out what those were supposed to be as a kid, I figured that the stairs didn't "literally look like that" - but instead it was just a symbolic representation of a staircase, and when your character walked into it, he was actually going into an unseen stairwell. All video game graphics is supposed to be a representation of the real thing, like you're navigating a map, but I suppose when they finally got good enough, you no longer had to use your imagination to recreate what it would "really look like" in your imagination.