In that discussion multiple people said that they preferred the non-stabilized dithering, and they argued that that is “how it was” on the old 1-bit Macs.
“The original effect is how it's supposed to look and how it would have looked on an old computer with 1-bit graphics.” says one commenter.
I think these comments are missing the forest for the trees.
It’s not about faithful recreation, it’s about artistic inspiration and invoking certain feelings.
If you artificially constrain yourself too much, your game will suffer and no-one will want to play it. On the other hand, if you can give a nod to the past and a feeling of nostalgia but at the same time acknowledge that we have had progress, and incorporate that progress in your game, then there is potential for a game that is actually fun to play.
Previous discussion: https://news.ycombinator.com/item?id=15766249
In that discussion multiple people said that they preferred the non-stabilized dithering, and they argued that that is “how it was” on the old 1-bit Macs.
“The original effect is how it's supposed to look and how it would have looked on an old computer with 1-bit graphics.” says one commenter.
I think these comments are missing the forest for the trees.
It’s not about faithful recreation, it’s about artistic inspiration and invoking certain feelings.
See also the talk “8 Bit & ‘8 Bitish’ Graphics - Outside the Box” by artist Mark Ferrari. https://www.youtube.com/watch?v=aMcJ1Jvtef0
If you artificially constrain yourself too much, your game will suffer and no-one will want to play it. On the other hand, if you can give a nod to the past and a feeling of nostalgia but at the same time acknowledge that we have had progress, and incorporate that progress in your game, then there is potential for a game that is actually fun to play.