I think older graphics enforced artistry. It created limitations what force creativity in order to make something that feels good. Style matters, framing matters, directing matters.
You see the same thing with the quality of code itself too, limitations of older hardware forced incredible levels of creativity that programmers went to in order to squeeze the most out of the limitations they had.
I think also the limitation of older graphics created a diversity of solutions, which is why there's such a broad range of older styles even within each era. There's a hundred ways to try and solve a problem whereas if you don't have a problem then everything trends towards doing the same thing.
That diversity of solutions often comic book exaggerations and lifting from the art and music department to get the point across. Voice acting / fully orchestrated just wasn't practical back then as storage was limited and compression was just getting off the ground. Everything was practically hand coded snd custom made in solving those problems. This gave things a unique style, sound, and feel them.
Yeah exactly. This is my point, having problems and limitations actually lends to the creativity. Once the problems are solved and tools all pop up to streamline aspects of production everything then takes on the character of the toolsets and you get significantly less creativity and diversity. The "someone else has already solved this problem for us" mindset reduces uniqueness.
I think also the limitation of older graphics created a diversity of solutions, which is why there's such a broad range of older styles even within each era. There's a hundred ways to try and solve a problem whereas if you don't have a problem then everything trends towards doing the same thing.
There’s a guy starting a series exploring this, really interesting stuff.