What we can learn from old school RPGs?

I recently decided to pick up the Nintendo Switch port of Dragon Quest. Originally published in 1986 it really is quite the trip; jumping from games like Skyrim, the newer entries in Final Fantasy and the Dragon Age games. But there’s a lot we can learn from the design and limitation put on these older entries of gaming, where developers were pushed but hardware limitations into attempts at innovation. Something they easily succeeded through the years with games that defined and created genres. Shooters originally being dubbed ‘doom clones’ the genre of Metroidvania and Roguelikes.