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I've recently had an odd feeling when I look back at older things that I used to like, or that I've recently discovered and I like.

On one hand, I kind of wish there was more of it, but I'm glad that there isn't any more of it being made because I know there is an actual 0% of it being even remotely good if it got any attention. Like those old Legacy of Kain games or Jak and Daxter. I keep having this dual feeling of thinking it would be really cool to see a modern update or new entries on these old games, and knowing that if such a thing actually happened they would get fucked up beyond all recognition, so its good that they remain forgotten.

I like it when a media property has ended or there is a definite point where it can be said to have irrevocably changed, because this demarcates a finite "core" of what it represents.

Think of homestuck: You have the pre-hivebent stuff, representing a continuation of the PS parody of convoluted RPG mechanics, leaning a lot more into cool world-building and personal character journeys. The later parts expand a lot on these things, but they also add many other things, for each of which homestuck is far less concise and more muddled as a singular work.

You also see this a lot in fanfiction, where a oneshot articulates a novel setup with a lot of promise. This is then expanded into a short series of chapters, where every subsequent entry continues something in a way that is less than ideal and end up with the author having written themselves in a corner before leaving the work on hiatus. Not only does it take skill to create something, it takes even more to retain a unifying impetus throughout.

Therefore i'm of the conviction that stasis and orthodoxy are good things to have in a lot of places, a shared commonality serving as the basis for novel thought. You can see this clearly in literary genres with a canon, like 40s/50s scince fiction or 80s/90s cyberpunk. Or after the lifecycle of a videogame console has ended, its game library immediately becomes more or less fixed. This allows for games to filter through time based on merit, something a homebrew- or demoscene becomes auxiliary to, as the platform becomes progressively more well-understood and any new games that aren't tech demos will be made specifically with the strengths of the platform in mind.


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