It's something game developers are aware of and every now and again a classic will get remade with an emphasis on giving you the experience you remember while trying to sand off the bits that will chafe now that time and tech have moved on a bit. This means that there's a mismatch between how such a thing actually plays and the experience I remember having. The core of this thinking is that a lot of my fondness for old titles comes from playing them in the context of the time and thus dismissing elements of the UI or particular design choices as "normal" where now they would chafe. The result of all of this was an unexpected 2am conclusion about what point and clicks can learn from hidden object adventures. Thimbleweed Park's recent trailers did trigger a little frisson of curiosity though, and I've also been tasked with booting up The Dig by John for a new Game Swap. I used to love playing point and click games when I was little - my siblings and I would play them together over weeks and weeks - but for me they feel so rooted in that time's technology and gamescape that I don't think I've found any of the modern revamps/revisits/reworks/riffs of interest. This week I've been tinkering with a preview build of Thimbleweed Park which is the point and click murder mystery from Ron Gilbert and Gary Winnick (them off Maniac Mansion).
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