I was recently watching an Adam Conover video where he arguesâquite successfully, I would sayâthat our perception of time often depends on how we use language.
For example, during the â80s and â90s, we tended to segment time into decades. You were living in the â80s. You were living in the â90s. And when you were living in the â90s, it was clear and present that the â90s were quite different from the â80s.
Ever since the new millennium started, our language has shifted simply because we didnât have a word to describe the 2000s apart from saying âthe 2000s,â which doesnât roll off the tongue as nicely as âthe â90s.â We donât refer to the 2010s as âthe tensâ; we call them âthe twenty-tens.â And right now, we donât even call our current decade âthe twenties.â When you think about âthe twenties,â you donât think about the 2020sâyou think about the 1920s.
For this reason, when you look at media made from the 2000s to now, it all seems like one giant era. And Iâve been wonderingâokay, this might sound strange, but itâs very, very trueâIâve been wondering when Iâm allowed to feel nostalgic about the things I want to feel nostalgic about.
In the â90s, it was okay to feel nostalgic about things from the â80s. In the â80s, it was okay to feel nostalgic about things from the â70s. Adam Conover even mentions how we had nostalgia for the â80s during the â90s. Take The Wedding Singer, for exampleâthat movie came out in 1998 but was set in 1985, a 13-year gap. And yet, people were okay with joking about the wild â80s fashion, music, and culture.
So, itâs 2025 right now. Do we feel nostalgic about things made in 2012? In some ways, I kind of wish we did. The world was very different in 2012, yet it doesnât feel that way because, again, how we segment time affects how we perceive time. This is a linguistic trickâbut a trick that changes our perspective.
Video Games and Generational Shifts
This got me thinking about video games because I play them quite a bit. Looking back, when video games were made between the â80s and the 2000s, they were segmented into specific generations.
The 8-bit Era
The 8-bit generation included the NES, Master System, and Atari 7800. It had a distinct look and sound, with specific games defining the era:
- The Legend of Zelda
- Super Mario Bros.
- OutRun
- Alex Kidd (if you were a Master System owner)
The 16-bit Era
Sprites became more colorful and detailed, and the era had a distinct 16-bit style. Parallax scrolling was a big thing. Some defining games:
- Sonic the Hedgehog
- Super Mario World
- F-Zero
- Star Fox
The 32-bit Era
This era introduced polygons as the dominant visual style. Some key games:
- Final Fantasy VII
- Crash Bandicoot
- Super Mario 64
- Virtua Fighter Remix
Post-32-bit and the End of Bit-Based Generations
Starting from the PlayStation 2 onward, we stopped segmenting console generations by bits. There was no longer a shorthand to describe them. Even though games have changed substantially from the PS2 to now, it doesnât feel that different linguistically because we lack a way to describe these shifts.
PC Gaming: A Fuzzier History
PC gaming followed a similar path but was even less defined by clear generational markers.
The 8-bit PC Era
This included:
- ZX Spectrum
- Commodore 64
- Atari 8-bit family
- Apple II
These systems had a distinct lookâanyone can picture their command-line prompts and classic games like Ultima, Where in the World is Carmen Sandiego?, and Lode Runner.
The 16-bit PC Era
This era included:
- 68K Macs
- Commodore Amiga
- Atari ST
- DOS (which, while not tied to bits, is often associated with this period)
Some defining games:
- Commander Keen
- Flashback
- Prince of Persia (even though it originated on the Apple II, it became a defining game of the 16-bit era)
The 32-bit PC Era and Beyond
The 32-bit era for PC gaming was long, but when the 64-bit era arrived, there was little fanfare. The transition started with AMD chips, but the real focus quickly became multi-core CPUs. Unlike consoles, PC gaming lacked clear generational shifts, making it even harder to categorize changes.
For example, what games require a dual-core CPU but not a quad-core CPU? Itâs hard to say. Unlike consoles, which have clear hardware generations, PC gaming evolved continuously, making it feel like one long, ongoing era.
Even with major operating system shiftsâsuch as from Windows ME to XPâthereâs no clear generational cutoff. Windows XP and Windows 11 feel like part of the same broad era, even though they are vastly different. The same applies to Mac OS: ever since Classic Mac OS ended with version 9, everything since has been branded as OS X/macOS, making it feel like one continuous period despite major architectural shifts (PowerPC to Intel to ARM).
The Problem with Modern Nostalgia
All the time, I hear people say, âNot much has changed since the early 2000s.â But as someone who has played video games consistently, I can confidently say thereâs a world of difference.
Take World of Warcraft vs. Path of Exile 2âhuge differences in gameplay, graphics, and design philosophy. Or compare Halo: Combat Evolved to DOOM Eternalâmassive advancements in every aspect of game development.
Yet, we donât think about it this way because, ever since the 2000s, everything kind of bleeds together.
And this is why I think itâs a big deal. As time goes on, more and more PC games are released every year. Time keeps marching on, and I want to talk about games from the past 25 yearsânot necessarily new releases, but older games that deserve retrospectives.
Yet, it feels like I donât have âpermissionâ to be nostalgic about them because, linguistically, everyone treats them as part of the same broad era of gaming.
Games That Deserve a Nostalgic Lens
Iâm looking at my PC library right nowâthousands of games. Here are some I bought in 2015 (10 years ago!):
- Geometry Wars
- Trine
- Gorky 17
- Hard Reset
- Shadowgrounds
- Hotline Miami (can you believe this came out over a decade ago?)
- Psychonauts (wow, that oneâs even older!)
- Aquanox (came out at the turn of the millennium)
- Serious Sam 2
- Blade Kitten
- Advent Rising (a game with a crazy storyâit was supposed to be a âHalo killerâ with a famous sci-fi writer, but it flopped so hard it destroyed both the studio and the publisher)
We Need a New Linguistic Shorthand
We need a new way to talk about this stuff. A new way to segment and define eras so that we can properly feel nostalgic about the past. We need proper retrospectives for these gamesâbecause they deserve retrospectives.