It seems like the Switch is unable to have more than a handful of moderately complex animated objects at a time. It's a problem for Pokemon because they wanted to show a lot of different Pokemon doing different things, it's a problem in Breath of the Wild with just too many trees, and it's certainly a problem with all the Dynasty Warrior clones because the whole appeal of those games is hack and slashing through a big hordes of enemies.
They look like Gamecube games honestly, and are generally not impressive from a technical standpoint.
I don't necessarily disagree with the overall point, but BotW and Dynasty Warrior clones are probably a better argument over all.
30FPS for an interactive experience is really bad. And them saying some regions are locked to 20 FPS - holly shit that's a slideshow.
I used to game on budget PCs when I was a kid, I rarely got to play at 60 FPS, but going down to 30 was just "OK I'm not playing that".
I also regularly play games capped at 30 FPS because it greatly increases battery life in the Steam Deck in a lot of titles and not everything really needs it.
BOTW feels bad in certain areas because rapidly switching from 30->20 causes noticeable stuttering. Even once it settles you're likely to be aware of animations and interactions behaving differently.
And I used to find a lot of old games immersive - but I can't play them nowdays.
Things don't exist in a vacuum and my experience is impacted by what other experiences I've had to compare it to. There's a threshold in graphics/voice acting/etc. that just makes the games I spent weeks on as a kid not interesting at all (even for the sake of nostalgia).
I used to work on 800x600 CRT monitor with 256 colors and today I get a headache when I have to work on a low pixel density cheap LCD.
Yes, I make games as a hobby and have done both. I agree with the other commenter about fluctuation in framerate being a bad experience. If I make no changes beyond setting fps from 60 to 30, you can tell the difference in smooth scrolling, etc. However, a consistent 30fps can be just fine as an interactive experience with some thought put into it.
It’s 2023. No one is asking for 120fps as a mainstream baseline. 60 is such a sweet spot. It’s time for us to admit that 30 was a compromise for a certain console era that was defined by CPU limitation. If we don’t call bullshit, publishers will keep pumping this stuff out. Look at this week’s disastrous Redfall launch. 30fps on a 12tflop, 8-core Series X. Insanity.
And we're talking about a game running on a 6 year old handheld! Not a CPU beast.
But my point was about where we go from here, in 2023. I’d be disappointed if I couldn’t play this - or a remaster of this, or perhaps its sequel - at 60fps on a next-gen Switch successor, whenever that arrives.
Tying into that is why I don't do a blanket 60fps in all cases, which is respecting the player's resources. If I was making a tetris clone, where the block falls at a set step every x milliseconds, all I'm doing is wasting their battery with double the frames.
Plus the other benefit to faster hardware is decreased loading times. The Switch has a lot of very long loading screens (and elaborate animations/cutscenes to mask background loading) and the PS5 with near instant loading very much increases the fun, because more time is spent playing vs waiting on a loading screen.
If they released a new version with a 120hz display that could actually run games at 120hz, I'd be ecstatic. I don't even mind the 720p resolution, it's fine on such a small screen in my opinion.