>>58277359>limitations give rise to innovationThis is why games from that era felt more genuine. Everything had to be perfect, because poorly thought-out code and design was space-inefficient. Not to mention the finished product had to be almost free of errors, because there was nearly impossible to fix those errors afterwards.
With these limits gone, games go up to a couple of GBs in spaces, though most of it is uncompressed data. And it doesn't matter if the game is one giant mess on release, you can still fix these less important errors later.
Both cases have their pros and cons, but the earlier era of vidya required you to be proficient in what you were doing because the tolerance for errors was low, while the era now only revolves around how much money you can print with the least effort possible.
>>58278198If your standards are really low, then yeah, it's a good game.