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Games Entertainment

50 Landmark Game Design Innovations 156

Next Generation has put together a lengthy list of landmark game design innovations that many of your favorite games probably wouldn't exist without. They break them out into self-contained units, though it's sometimes ambiguous how they're demarcating game design elements. Just the same, it's an interesting look at where game industry trends have led us: "23. Gestural interfaces. Many cultures imbue gestures with supernatural or symbolic power, from Catholics crossing themselves to the mudras of Hindu and Buddhist iconography. Magic is often invoked with gestures, too--that's part of what magic wands are for. The problem with a lot of videogame magic is that clicking icons and pushing buttons feels more technical than magical. The gestural interface is a comparatively recent invention that gives us a non-verbal, non-technical way to express ourselves. Best-known example: Wii controller. Probable first use: Black & White, 2001."
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50 Landmark Game Design Innovations

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  • by joeflies ( 529536 ) on Tuesday November 06, 2007 @09:38PM (#21262091)
    Role Playing
    ------------
    whether it's obvious or not, the whole computer gaming model for player vs enemy combat is still largely the same as the dungeons & dragons model. The controls may vary from game to game, but it's largely choose the weapon, roll the dice, and survive the encounter by having more hit points left than your enemy does. Before this was implemented in videogames, you had the one-shot kill gameplay of space invaders or the hunt the wumpus "you're dead" text adventures.

    Side Scrolling Screens

    I'm not enough of a historian to say what game came up with it first, but the exploration possibilities of side-scrolling created really big worlds to explore.
     
    • by JoeCommodore ( 567479 ) <larry@portcommodore.com> on Tuesday November 06, 2007 @10:27PM (#21262475) Homepage
      Quality Sound - One of the reason some of the crappy games get good scores is due to the judicious use of sounds, a crappy silent game just sucks, a crappy game with killer sound becomes much more enjoyable.

      Theme music - As with sounds a good theme can make or break an otherwise average game.

      Moving Character Animation - I recall reading in Donald Duck's Playground this was a big innovation.

      Join at any time - I recall in Gauntlet players could join in at any time they didn't have to wait for the strongest player to die to rejoin the game, made it possible to get more quarters in a machine as well as allow weaker players to ride on the coattails of better ones (at least as long as they had quarters).

      Wallpapers - I remember the controversy about Zaxxon "i's a mediocre game, it is just visual wallpaper", that visual wallpaper is just about mandatory on all games nowadays.

      Save State - Before disk drives many games had no save character option.

      Level Designer - A great feature that made game like Lode Runner runaway hits.

      Copy Protection - May not be a matter of celebration for the user, but it was a game design innovation, and for some a new challenge of successfully copying the game besides shooting the bad guys. Also some of the things those crackers did to the games made some unplayable games playable (trained cracks).

      • by Skrapion ( 955066 ) <skorpion@firefang. c o m> on Wednesday November 07, 2007 @12:53AM (#21263445) Homepage

        Quality Sound - One of the reason some of the crappy games get good scores is due to the judicious use of sounds, a crappy silent game just sucks, a crappy game with killer sound becomes much more enjoyable.

        Theme music - As with sounds a good theme can make or break an otherwise average game.
        Seems pretty minor. I would say putting pop music on game soundtracks had a bigger effect on games, but I wouldn't even put that ahead of any of his 50 choices.

        Moving Character Animation - I recall reading in Donald Duck's Playground this was a big innovation.
        Sounds like you're talking about animated sprites. That's fair enough -- it was very important to games -- but it was more of an evolution than an innovation. It was always pretty obvious how to make animated sprites given the computing power, and it was always pretty obvious that it would be a nice thing to have. (There was a pretty blurry line between animated vector art and animated sprites at the time.)

        Join at any time - I recall in Gauntlet players could join in at any time they didn't have to wait for the strongest player to die to rejoin the game, made it possible to get more quarters in a machine as well as allow weaker players to ride on the coattails of better ones (at least as long as they had quarters).
        Nice one. Another popular example from the same time period was Rampage. Although it's an interesting thing to note, I don't think it supplants any of the article's choices.

        Wallpapers - I remember the controversy about Zaxxon "i's a mediocre game, it is just visual wallpaper", that visual wallpaper is just about mandatory on all games nowadays.
        Not sure what you mean.

        Save State - Before disk drives many games had no save character option.
        The article mentions save games on the last page.

        Level Designer - A great feature that made game like Lode Runner runaway hits.
        Good point; this goes hand-in-hand with mods, which was mentioned. The only difference between a mod and a level editor is in power/complexity, and the ability to distribute mods.

        Copy Protection - May not be a matter of celebration for the user, but it was a game design innovation, and for some a new challenge of successfully copying the game besides shooting the bad guys. Also some of the things those crackers did to the games made some unplayable games playable (trained cracks).
        Another good point; if he's going to list interactive movies (ala Dragon's Lair) as an evolutionary dead-end, he may as well mention the currently very unpopular topic of copy protection. Particularly since games have such a rich history of interesting forms of copy protection (like the Infocom feelies).
        • by pugugly ( 152978 ) on Thursday November 08, 2007 @12:24AM (#21277473)
          Best Copy protection ever - Starflight.

          Standard rotating wheel scheme, but if you cheated, it would let you play. For awhile.

          Then the Interplay Police ships would pull you over and (IIRC) give you a second chance to validate your game. If *that* failed, they would attack, in game. I have no idea if it was theoretically possible to beat them, but I never did.

          Never liked copy protection, but at least it had some humor to it.

          Pug
    • by Skrapion ( 955066 ) <skorpion@firefang. c o m> on Wednesday November 07, 2007 @12:21AM (#21263247) Homepage

      Role Playing
      ------------
      whether it's obvious or not, the whole computer gaming model for player vs enemy combat is still largely the same as the dungeons & dragons model.
      That's why he didn't include it in the list. It wasn't a video game innovation.

      Side Scrolling Screens
      Similarly, on the fourth page, titled "Presentation", he says in the first paragraph:

      "I take static and scrolling 2D screens for granted; they already existed in mechanical coin-ops."
    • by mcvos ( 645701 ) on Wednesday November 07, 2007 @09:26AM (#21265727)
      Contrary to popular belief, hit points don't actually have anything to do with roleplaying. There are plenty of excellent RPGs that don't use hit points, and there are plenty of games with hit points that don't bother with roleplaying. Videogames, for example.
    • by Ginger Unicorn ( 952287 ) on Wednesday November 07, 2007 @09:43AM (#21265891)
      unless it's apocryphal, i read somewhere that defender was the first game to have a gameworld larger than the size of the screen.
  • by EvanED ( 569694 ) <evaned@noSPam.gmail.com> on Tuesday November 06, 2007 @09:41PM (#21262109)


    Let's face it, most action games are about force. Even when confronted with overwhelmingly powerful enemies, your only option is to avoid their killing shots while grinding away at them or searching for their vulnerable spots. In stealth play the idea is to never even let the enemies know you're there, and it requires a completely different approach from the usual Rambo-style mayhem. Best-known early example: Thief: The Dark Project, 1998. First use: unknown.

    Really? Not Metal Gear? 1987 for the original, or also 1998 (according to Wikipedia, two months before Thief: The Dark Project) for Metal Gear Solid?

  • WASD (#20) (Score:3, Insightful)

    by Radres ( 776901 ) on Tuesday November 06, 2007 @09:44PM (#21262127)
    In the article, it says that it is unknown where this innovation came from, but I would hazard a guess that it was players of Duke Nukem 3D and Quake 1 who customized their control setup to this way. It makes sense because before these games, there wasn't the concept of a computer game with full 3D where you look up and down and can have your character move forwards, backwards, left, and right at equal speeds.
    • by Danny Rathjens ( 8471 ) <slashdot2@ra[ ]ens.org ['thj' in gap]> on Tuesday November 06, 2007 @09:56PM (#21262229)
      I aliased w to north, a to west, s already was south, and d to east when I first played MUDs like MUME in the early 90s. :) I think using WASD was just natural.
      Also, Doom and Wolfenstein 3d were released a few years (1993-ish) before Quake and Duke Nukem 3d (1996-ish). :)
      • Re:WASD (#20) (Score:3, Insightful)

        by Chris Pimlott ( 16212 ) on Tuesday November 06, 2007 @10:07PM (#21262333)
        Using the mouse with Wolf3D and DOOM was rather uncommon, though. Since neither game was 3D there wasn't much need for looking up and down. Keyboard was sufficient for the vast majority of players who kept on using the same old arrow keys they were used. Some elite Doom players began using the mouse but they were a small minority.

        It wasn't until the true 3D Quake, which required vertical aiming, that mouse use became the norm. Since the right hand, previously seated comfortably on the arrow keys, was now occupied with the mouse, it was only natural that the left hand took over movement duty, using keys closer to where the left hand normally resides on the keyboard.
        • by CastrTroy ( 595695 ) on Tuesday November 06, 2007 @10:51PM (#21262659)
          According to Wikipedia, Quake wasn't released until June 22, 1996. Descent was released February 28, 1995. Descent not only had vertical and horizontal aiming, but because you were in a spaceship, and not running around, it also had to deal with rotation. Although, because flight was involved, it was more common to use a joystick in Descent.
        • Re:WASD (#20) (Score:3, Informative)

          by SpectreHiro ( 961765 ) on Tuesday November 06, 2007 @11:42PM (#21263001) Homepage

          If memory serves, the WASD+mouselook interface was really pioneered by SkyNET, a Bethesda Terminator game that came out a short while before Quake. It's the first game that used mouselook as the default AFAIR -- the original Quake still required the player to enable mouselook manually, I believe (+mouselook).

          Some info at der Wiki. [wikipedia.org] ...and MobyGames [mobygames.com]
          • by PingSpike ( 947548 ) on Wednesday November 07, 2007 @12:35PM (#21268363)
            That game used the same 3D engine as the Elder Scrolls: Daggerfall...not sure which one came out first. But that game featured mouselook as well.

            Mouselook became pretty common around 95-96. I don't think mouselook was available in wolf3d or doom though...it just turned and moved your character with no regard to the vertical axis. Although doom did feature different levels that could make use of it, it just relied on autoaiming on the vertical axis. Duke3d had it though. I'm not sure what the first title was!
        • by ToasterMonkey ( 467067 ) on Wednesday November 07, 2007 @12:25AM (#21263279) Homepage

          Some elite Doom players began using the mouse but they were a small minority.
          "Elite" Doom 95 players? I don't know about elite, being such late comers and all. I mean, most people were still using DOS back when Doom came out. I clearly remember "elite" Doom I/II and Descent players used keyboards. Using a mouse for gaming probably became chic a bit after Windows 95 came out at least.

          I can't imagine using a mouse in Doom I/II being all that beneficial, they were designed for keyboard use primarily, both being DOS games and all. This is true of the original Quake also. Circle strafing a 2d sprite is... awkward, and you couldn't exactly sneak up behind something in Doom. You didn't have any long range instant firing weapons like a rifle, and lining up long range shots with the precision of a mouse was useless, everything moved too fast. If you think using a keyboard for Quake is weird, consider that you had to MANUALLY install TCP/IP drivers for Windows 95 to play Quake over IP networks, and then it did NO client side prediction. Quake lasted for many many years, and a lot of stuff changed over time.

          It wasn't until the true 3D Quake, which required vertical aiming
          Quake came out sometime after Windows 95, but even then it didn't require a mouse, and mouselook had to be turned on manually. Quake was a DOS game. It did have autoaim on by default, like other quasi-3d games before it, vertical aiming done for you. Quake was very playable with just a keyboard. QuakeWorld is a whole different subject, as is Doom 95.

          Even after common mouse use, no version of Quake ever shipped with WASD bindings, IIRC. I don't know if any game shipped earlier with those defaults, but I and many others learned from other Quake players and did the bindings ourselves. WASD does make sense, but I think it only got popular after QuakeWorld and playing on the internet was common.
        • by ucblockhead ( 63650 ) on Wednesday November 07, 2007 @04:40PM (#21272197) Homepage Journal
          I used a joystick for the longest time. It was perfectly fine for Wolfenstein 3D, Doom and Duke Nuk'em.
      • by Radres ( 776901 ) on Tuesday November 06, 2007 @10:23PM (#21262447)
        When I think of the innovation behind WASD, I think of WASD + mouse with A and D for strafing as opposed to turning. Whether you use WASD, ESDF, the cursor keys, or some other key combo is irrelevant.
    • ESDF WASD (Score:5, Interesting)

      by Chris Pimlott ( 16212 ) on Tuesday November 06, 2007 @09:56PM (#21262233)
      I always preferred to use ESDF for movement keys instead of WASD, for two main reasons. First, since F is one of the home keys, it makes it easy to be sure your fingers are in the right position without looking down at the keyboard, since the F normally has a raised nub on it. Second, shifting the movement keys over to the right one from WASD adds 3 more keys that are easy to hit with your pinky for binding to useful game actions.

      • by LoudMusic ( 199347 ) on Tuesday November 06, 2007 @11:04PM (#21262749)
        Absolutely. I've never understood the WASD setup - it simply doesn't make since. I've been converting my friends to ESDF for several years and it's like a light bulb going off in their head every time. Good to know there's someone else on the crusade. Maybe someday the game designers will include it as a default option.

        Here's to progress - CHEERS!
      • by Virtual_Raider ( 52165 ) on Wednesday November 07, 2007 @01:31AM (#21263683)
        While on LAN parties my friends used to complain about my "unplayable" (to them) key setup. I always use the ASD part, but map the advance to button two on the mouse, fire to button one, and secondary fire to button three. Plus I had a trackball, which is great for maneuverability and saves milliseconds of dragging the mouse around, also less RSD injuries. I guess the best layout is the one that works for one, and it's a great advantage I feel PC games have over consoles.
      • by Charcharodon ( 611187 ) on Wednesday November 07, 2007 @02:29AM (#21263961)
        It's amazing to learn there are others out there. Everyone always told me I as insane for ESDF. Of course they called me crazy when I switched from the arrow keys to the key pad, and then later for jumping to WASD.

        I think the next leap will be to that configureable keyboard that is out, with every key layed out perfectly for my hand.

      • by IdahoEv ( 195056 ) on Wednesday November 07, 2007 @02:55AM (#21264061) Homepage
        And I like .OEU -- same keys as ESDF, but in Dvorak.

        I type on a Kinesis contoured keyboard [kinesis-ergo.com], in Dvorak key layout. The kinesis is wicked sick for FPS gaming; aside from the ergonomics that minimize finger traverse distances, having six keys around the left thumb makes for a lot of bindable actions.

      • by Jamu ( 852752 ) on Wednesday November 07, 2007 @04:51AM (#21264539)
        Completely agree. Keyboards are designed to have your fingers over ASDF. So, unless you have a bad keyboard, ESDF will always be the most efficient position (with the normal arrangement of movement keys) for your left hand.
      • by Bob-taro ( 996889 ) on Wednesday November 07, 2007 @12:52PM (#21268633)

        Well, since we're talking key setups, I use an odd one. First of all, I'm a lefty, so I have my right hand on the keyboard. I use u and j for forward and back, and i and k for left and right (respectively). It isn't "intuitive", and I probably can't "zigzag" as well as if left and right were 2 separate fingers, but I've gotten used to it and it "frees up" my third finger for, say, grenades in TFC or "sprint" in HL2. I think it started with trying to find a good control scheme for Descent. I settled on one where each finger controlled a different axis of movement.

      • by dj245 ( 732906 ) on Wednesday November 07, 2007 @01:38PM (#21269397) Homepage
        Tribes 2 defaulted to ESDF on install. Great game. Annoyed me when I switched away from it though.
    • by CastrTroy ( 595695 ) on Tuesday November 06, 2007 @10:19PM (#21262417)
      I've personally always thought that the WASD setup sucked. My personal setup is using the keypad with the left hand. + and enter as forward and back (using thumb and index), 8 as jump, 2 as duck, 4 and 6 for left and right. Rest of the buttons on the keypad can be used for other needed functions such as switching weapons. I've found that I can work pretty well with this, and it's nice to be able to switch from forward to backward without moving any fingers. I also find that I am much less likely to lose my position on the keyboard. I would often beat people with much more experience then myself, even though they said I'd never be any good if I used the setup I was using. I started to use this configuration in Descent, which was probably one of the first real 3D games, not just 2D with a little bit of vertical jumping.
    • by UnknownSoldier ( 67820 ) on Tuesday November 06, 2007 @10:23PM (#21262445)
      I was using this setup in the late 80's on the Apple ][ which grew out of the WordStar E/S/D/X diamond cursor control. Lode Runner and other games used IJKL; it was not that much of a shift to move it over to the the left side of the keyboard.
    • by Joe The Dragon ( 967727 ) on Wednesday November 07, 2007 @12:01AM (#21263097)
      What about joystick + mouse?
    • by Reapy ( 688651 ) on Wednesday November 07, 2007 @10:00AM (#21266133)
      That seems about right for me. I remember watching some doom replays with people whipping the guy around 180 faster then you can with a keyboard, or circle strafing perfectly, as opposed to the greater then and less then keys I used to use.

      I managed to handle duke 3d with the keyboard, but got owned by mouse players later on. Then when I got into quake, forget it. Trying to aim vertically with the keyboard was hilarious, now that I think about it.

      I remember ASDW was always the player two controls on most random older games, which is why I think that got set up as the default.

      I do recall using mouse look for some of the elder scrolls games, maybe daggerfall, though still using the arrow keys to move.

      But for me, it really was quake 1 that forced to batten down the hatches and learn how to use that quirky mouse + keyboard set up.
    • by kalirion ( 728907 ) on Wednesday November 07, 2007 @11:06AM (#21267025)
      I'm pretty sure it started with Doom. WASD is about strafing, not looking up and down (as long as you can keep the y-axis of the mouse from moving you forward and backward, which Doom allowed).
  • by brilanon ( 1121645 ) on Tuesday November 06, 2007 @09:55PM (#21262213) Homepage Journal
    Why do they say BK invented "coupled avatars" when I'm sure DKC came out first?
    • by ben0207 ( 845105 ) <ben.burtonNO@SPAMgmail.com> on Tuesday November 06, 2007 @10:09PM (#21262357)
      And Sonic 2 even earlier.
    • by MobileTatsu-NJG ( 946591 ) on Tuesday November 06, 2007 @10:10PM (#21262365)
      "Why do they say BK invented "coupled avatars" when I'm sure DKC came out first?"

      The difference between Diddy and Donkey in DKC wasn't very big. I don't recall any specific reason to use one over the other. It's possible that in BK, the two characters were so different that you needed to switch between them to actually win. I dunno, though, since I never played BK.
      • by MBCook ( 132727 ) <foobarsoft@foobarsoft.com> on Tuesday November 06, 2007 @10:22PM (#21262431) Homepage

        Right. That's the point they made. In the DK series there were some minor differences in the later games (like Dixie being able to float), but the other character was essentially an "extra life", so you could take a hit and not lose instantly.

        In BK, the two characters were linked all the time. They did have different abilities and helped each other. You could jump off a platform as Banjo (who you controlled) but press a button to use Kazooie to glide. You could press a button to have Kazooie's legs pop out and use them to run fast. It was a well done mechanic that used both characters. It was different, and necessary. You didn't need to use the one little team ability in the Sonic games. I don't even remember any in Donkey Kong Country.

        • by CastrTroy ( 595695 ) on Tuesday November 06, 2007 @10:35PM (#21262541)
          Ok, I mentioned Mario 2 in another post, but after that post I realized my understanding of this was a bit off. After your little explanation, A Boy and His Blob immediately popped into my head. Also, Megaman. While they were all technically the same Avatar, using the abilities you had won from beating boss characters to perform different actions seems to fit this catagory pretty well. Although, I don't think there was any ability to use 2 powers together.
      • by edwdig ( 47888 ) on Wednesday November 07, 2007 @12:38AM (#21263357)
        Diddy's jump and his roll both went further than Donkey did. In the DKC games, if you did a roll off the edge of a platform, you could do a jump while in mid-air. If you did that as Diddy, you went a lot further than as Donkey.

        Donkey carried barrels over his head, while Diddy carried them in front of him. I'm not sure, but I think Donkey moved a little better while carrying a barrel.

        The differences were enough that the harder to get secret areas were significantly easier if you picked the right character.

        Oh, the other difference was with large enemies. Only Donkey could hurt the bigger enemies - Diddy just bounced off.

        In Banjo Kazooie, Banjo was a bear and Kazooie was a bird sitting in his backpack. While technically they were two characters, you couldn't separate them, so it was basically just one character with a lot of abilities.
    • by CastrTroy ( 595695 ) on Tuesday November 06, 2007 @10:28PM (#21262487)
      What about Super Mario Bros. 2?
  • by Jarjarthejedi ( 996957 ) <christianpinchNO@SPAMgmail.com> on Tuesday November 06, 2007 @10:03PM (#21262293) Journal
    An Interesting article. I would, however, disagree with a couple, particularly #21. I've yet to see a good Voice Recognition game, they all seem to be iffy at best and rarely fun because you have to repeat the command 6 or 7 times before it's properly heard. When was the last time you saw a game with voice recognition (and I mean actually recognizing it as a word, not Boogie's system) on the shelves? I haven't seen any in years, the last one I heard good reviews for was Bridge Commander, and the Voice Recognition was a side thing (and a poorly working one).

    #45 isn't really that innovative either. Games for Girls tend to take old engines, modify them, and tack on some 'girly' graphics, then release the game (that isn't worth more than a couple of bucks) for the same price as a brand new, high quality game. The majority of girl gamers I know avoid them like the plague because they tend to be so awful, and because they usually borrow their game mechanics from better mainstream games, which means you can get the same gameplay, with better graphics and polish, and without the advertising and horrible dialog, for about the same price.

    The rest are actually pretty accurate. I was plesantly surprised to see so many good ideas listed, and even more surprised to see a good old game I had completely forgotten (PaRapper) mentioned.
  • Really, I think this game deserves mention in both 40 (rythym, dance, and music) and 22 (specialized I/O for music). It certainly predates the ones that are mentioned for each of those. Sure, most of us played World Class Track Meet on the power pad, but we had heard of dance aerobics.

    Frankly, it seems that this article was just not concerned with many of the innovations that came out of the 8bit NES.
  • by Shauni ( 1164077 ) on Tuesday November 06, 2007 @10:24PM (#21262459)
    Things like "reversible time" were built into some early games implicitly, such as Zelda (screw up a puzzle? Leave and come back and you're golden), or explicitly, such as in Lufia 2 (1998), which literally had a room-reset spell you could cast. Other early Final Fantasy games (FF5, 1992, I believe is the earliest) had time spells that let you restart battles as if you'd never fought them.
  • Fact checking (Score:3, Informative)

    by 4D6963 ( 933028 ) on Tuesday November 06, 2007 @10:33PM (#21262527)

    #1 : The earliest computer games didn't offer exploration.

    Yeah, except Ken Thompson's 1967 Space Travel game which involved exploring a vector-graphics solar system.

  • #11, #16, #44, #46 (Score:5, Informative)

    by CaptainCarrot ( 84625 ) on Tuesday November 06, 2007 @10:38PM (#21262559)

    The first minigame I ever saw was in Major Havoc [wikipedia.org], which came out in 1983. As you approached the space station for the next battle, you had a little Breakout game to play in the lower right corner of the screen. When you cleared it, you got an extra guy. I don't know how popular it ever was or how well known, but there you are, and at least moderately early.

    Physics puzzles? 1992? Since the article doesn't confine itself to graphic games, that's not even close. Try KINEMA [atariarchives.org]. The book the listing on that page was taken from was published in 1978, but I saw it a year earlier on a timesharing system my high school was connected to. Yeah, it looks like a quiz, but there are quiz games too, and everyone called this a game.

    I wonder if this guy ever even played Dragon's Lair [wikipedia.org]. It didn't use a CD-ROM because it predated them, and the animated scenes wouldn't have fit on one anyway; it used a laserdisc. The picture wasn't "tiny, grainy", it was very high-quality hand-drawn animation -- by Don Bluth, for God's sake.

    The article makes it sound as if the "brag board" was something the game industry invented. Actually, it had been around for decades -- albeit informally, and probably illegally. When you scored amazingly well on a pinball machine, you recorded it by carving the score and your initials into the frame around the backglass. Preferably while the manager of the establishment hosting the game wasn't looking. The tradition carried on into coin-op video games. Building it into the machine did two things. It prevented lying about your score, and it saved wear on the game cabinets.

    • by Sark666 ( 756464 ) on Wednesday November 07, 2007 @12:26AM (#21263287)
      Well, one thing to mention of defender. It had two firsts. It's brag board kept the list even with the power off. And it was the first game to have a 'map' if you will seeing information of the action going outside what was on the current play area.
      • by CaptainCarrot ( 84625 ) on Wednesday November 07, 2007 @12:57AM (#21263473)

        I don't know about the "radar" being a Defender first. Battlezone had one too, and they both came out the same year. The Atari 2600 game from 1979, Star Raiders, (God, that was addictive) had a similar concept, but you had to switch to a "sector scan" view to see it. You could still navigate in that view though; it was useful for locating bases and enemies and traveling in their general direction.

        *poke* *poke* Here's one I never saw in the arcades: Fire One! [klov.com]. Looks like it had exactly that kind of thing a full year before Defender came out.

        Star Raiders had difficulty levels come to think of it, and it came out in 1979, so it could have at least been cited as an early example.
    • by splutty ( 43475 ) on Wednesday November 07, 2007 @05:58AM (#21264821)
      Most annoying thing I've ever found in pinball machines were a couple that actually overflowed back to zero on the display and did the same damn thing internally!

      So for a few of those it was the trick to get as close to 999,999,999 (or whichever equivalent thereof) without actually going over. For some of those machines it was fairly easy (just tilt the sucker), but others were amazingly tilt proof, and god it sucked when the ball would hit just that one bumper on the way down.
  • by Jainith ( 153344 ) on Tuesday November 06, 2007 @11:54PM (#21263061) Homepage Journal
    Uhm, yeah so Majesty. Anyone seen anything like it since?
  • by Lethyos ( 408045 ) on Wednesday November 07, 2007 @12:05AM (#21263123) Journal

    They have got to be joking. Did Metal Gear [wikipedia.org] honestly escape their attention? (On second thought, that is very appropriate.)

  • by lahvak ( 69490 ) on Wednesday November 07, 2007 @12:31AM (#21263311) Homepage Journal
    The first use of this was probably Rogue, which is older than River Raid.
  • by jlf278 ( 1022347 ) on Wednesday November 07, 2007 @11:08AM (#21267059)
    1. Open Adventure - Legend of Zelda
    2. Getting an Airship - Final Fantasy
    3. 3rd person 3D - Mario 64
    4. Best non-joystick - DDR
    5. Captivating Story - Final Fantasy 2
    6. 100+ hours to Complete - Final Fantasy 3
    7. Online RTS - Command and Conquer
    8. Online RPG - CircleMud
    9. Online FPS - Halo 2
    10. Multiplayer Coop - Secret of Mana
    11. 2-player Game - Super Mario Kart
    12. 4-player Game - Super Bomberman 2
    13. 4-player Hardcore - Smash Bros.Melee
    14. Career Mode - Rock 'N Roll Racing
    15. Depth of Strategy - Starcraft
    16. Depth of Gameplay. - Soul Calibur
    17. Depth of Environment - Grand Theft Auto 3
    18. True to life - Gran Turismo
    19. Powerups - Mega Man
    20. Making Sports Fun - Tie: Base Wars / Wii Sports
  • by Stormwatch ( 703920 ) <rodrigogirao@h o t m a i l .com> on Wednesday November 07, 2007 @12:13PM (#21267985) Homepage
    The first party game was probably Party Mix [slashdot.org] for the Atari 2600 + the Starpath Supercharger add-on. That was 16 years before the original Mario Party.
  • by pokerdad ( 1124121 ) on Wednesday November 07, 2007 @01:03PM (#21268835)

    44. Interactive movies.

    This genre came and went, and good riddance to it. Its a world-changing design innovation because it proved so clearly to be a creative dead end that everybody knows not to make interactive movies any morealthough the term is still used at times to describe the cinematic quality of games in other genres. Interactive movies taught us, by negative example, that gameplay comes first, period. The CD-ROM drive first made them possible, and in their heyday, they sold tonsuntil the novelty of watching tiny, grainy videos wore off. Best-known early example: The 7th Guest, 1993. Probable first use: Dragons Lair coin-op, 1983.

    Interactive movies may no longer be the realm of serious gamers, but they still exist, largely because of the advances that came with DVDs. (since he didn't discredit any other items because they no longer are the providence of serious games, I don't know why this one should be)

    Here's what a quick search found http://www.interactive-film.com/ [interactive-film.com]

  • by HTH NE1 ( 675604 ) on Wednesday November 07, 2007 @03:34PM (#21271213)

    23. Gestural interfaces. Many cultures imbue gestures with supernatural or symbolic power, from Catholics crossing themselves to the mudras of Hindu and Buddhist iconography.
    "That gesture you make..."

    [man reflexively makes the gesture at his neck, shoulder and waist]

    "Yes, that's the one. I assume it's meant to ward-off evil. Thing is, it's also the sequence for checking the seals on a Starfall 7 spacesuit; and what makes that particularly interesting is that you don't know what a Starfall 7 spacesuit is, do you?"

The flow chart is a most thoroughly oversold piece of program documentation. -- Frederick Brooks, "The Mythical Man Month"

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