04/12/2018 (Thu) 18:12:44
>Going backwards in technology is not an option.
I'm happy to see "too big to fail" ideology coming from the consumer rather than the government, it only shows that culture is being cohesive and bailouts have the blessing of the public. Going by the success of 3DS and Shovel Knight, some of those allegations are patently false, however. The amount of fun is clearly scalable to the reach of the production, while lowering prices are much more heavily influenced by increasing the reach to secondary and tertiary markets. To put it short, first people to buy Shovel Knight were happy to pay $100 in Kickstarter, the second people $20 in early adoption and now $30 on Nintendo Switch. Calling this "unaccepatble" is clearly ideological and false in real world terms.
A game as much fun as Shovel Knight is produceable in primitive technology that resembles the early Vectrex, with the addition of modern computing power. On the other hand, such a device is liable to crash and burn as well like the Virtual Boy. These are however mere indicators and not gospel. A viable new vector technology would need a few bottom lines fulfilled, one is to be able to mimic raster graphics in an inferior way the same way raster graphics are able to mimic vectors in an inferior way, where they get pixelated but are not unuseable. One other is to support an universal standard of vectorization so that any method of greating a vector algorithm is transferable directly into the device without going through the process of re-encoding the same collection of shapes in a different way to no further benefit.
I do not imagine to pointlessly throw out raster graphics just to accommodate vectors. What would need to happen is to introduce another element of interface next to raster visuals and audio, which are already succesfully merged into one experience, so we can enjoy an effective use of vectors, rasters and audio. This is not an unforeseen concept, as Apple did introduce a touch interface even though we already have a good touch interface in mouse and keyboard, and Wii was succesfully sold on motion controls despite being clearly inferior to the single-plane motion control found on the mouse.