I don't know if this is what you mean, but I have it to myself that (mainstream) games of late have been creating a bigger and bigger disconnect between input and reaction. I'd use Street Fighter 2 or Streets of Rage as an example of responsive controls/gameplay where you press a button and it reacts almost instantly, creating a model in which your timing in button presses is directly equated to your skill in the game.Retlaw83 wrote:Although those titles don't compare well gameplay wise to older games(...)
Now get Skyrim. You press the attack and there's like 50 or 60 frames of animation between your input and some kind of result (and that's when the animation starts at the button press, which it sometimes doesn't) and I find that extremely unsatisfying. It's like you have to execute ahead. And of course, timing is shot and the capacity for skillful execution is out the window.
Same thing with shooters. What with different aspect ratios and a ever growing min-max difference in resolution and refresh rates, not to mention different DPIs in mouses and Windows' inate mouse acceleration, with all this shit, every time I run a shooter I get a feeling that UT used to be much more precise in aiming, more responsive, hence much more satisfying to play.
It's weird, sometimes I feel as if I've just suddenly loss my reaction time and overall gaming skills just like that.