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."
some that come to mind (Score:3, Insightful)
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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.
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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 pl
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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 lin
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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
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Role Playing
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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."
Roleplaying != hitpoints (Score:2)
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Complaining about choices (Score:5, Insightful)
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?
Re:Complaining about choices (Score:4, Interesting)
Well, "best known" is something of a judgment call. As someone who enjoys the Thief series but has never played any of the Metal Gear games, Thief is certainly better-known to me
In an unintentional irony, the screenshot for that one shows what happens when you fail at stealth. Swordfights aren't good things to get into in Thief. I found them practically unwinnable until I switched to a 3-button mouse and mapped the parry maneuver to the middle button.
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Well, provided you have a strong pet(s), you can also let your pet(s) handle the enemies, or you can lure them (the enemies, not the pets) into a pit or a trap.
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WASD (#20) (Score:3, Insightful)
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Also, Doom and Wolfenstein 3d were released a few years (1993-ish) before Quake and Duke Nukem 3d (1996-ish).
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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 no
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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]
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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
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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 s
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ESDF WASD (Score:5, Interesting)
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Here's to progress - CHEERS!
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I think the next leap will be to that configureable keyboard that is out, with every key layed out perfectly for my hand.
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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.
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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
Tribes (Score:2)
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Seriously though, we all get weirded out by different things. If the raised bit bothers you, why not move another key to the right and go with RDFG?
The biggest problem with these key layouts is rebinding all the game's keys. Also, you'd be amazed how many games hardcode the default keymap into the tutorial. "Press R to reload!" no, R makes me go forward. That doesn't help at all! Stupid game >:(
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It was usable, once you got used to it, but not intuitive in any way whatsoever. I'm not sure anyone used it enough to determine if it was actually better.
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Another alternate layout that I love is A[shift]ZX.
On the Apple //e and IIgs, I was always most comfortable with vertical controlled by the left hand on A and Z and horizontal with the right hand on the left and right arrow keys, left thumb on the space bar.
On those keyboards the arrow keys were all in a row below the right shift key instead of in their own cluster, and Control, not Caps Lock, was next to the A. The only meta-keys you had on the right side were Shift and Closed-Apple (second joystick/paddle button, called Option on the IIgs).
And back then
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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 ra
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It's a very, very good way to keep people off your machine at LAN parties. Then again, if they do use it, you can count on returning to your seat to find that someone hit the "use defaults" button in your settings, and you'll have to put your weird-ass controls back on.
banjo kazooie == donkey kong country (Score:1)
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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.
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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
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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
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Disagree with 21 (Score:2)
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LifeLine for the PS2 is the major one I can think of. Basically, you know all the games where you're trying to make it through some environment, and the only help you have is a voice on the radio telling you where to go? In LifeLine, you're that voice.
Didn't work all that well, though, in my experience. Couple all of the problems with old text parser games of
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Brain Age. Admitedly it only needs fourteen words (four colours and single digit numbers), but it does use voice recognition and it is on the shelves today.
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Odama [gamerankings.com]?
Though I seem to recall the reviews being somewhat inconsistent with regard to the voice commands actually working.
No props for nintendo dance aerobics? (Score:2)
Frankly, it seems that this article was just not concerned with many of the innovations that came out of the 8bit NES.
Some innovations not as new as one might think... (Score:1)
Fact checking (Score:3, Informative)
#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)
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.
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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
Pinball bragboards/score overflow (Score:2)
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.
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5...8...(indipendint acting npcs) (Score:1)
Origin of “stealth” is unknown? (Score:1, Redundant)
They have got to be joking. Did Metal Gear [wikipedia.org] honestly escape their attention? (On second thought, that is very appropriate.)
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31. Procedural landscape generation. (Score:2)
My Top 20 Innovations by Game (Score:2, Interesting)
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
The first party game != Mario Party (Score:3, Informative)
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Interactive movies still exist (Score:2)
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]
Doctor Who: The Face of Evil (Score:2)
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?"
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Sadly, there's an easy out that many of us are far too willing to take. Dual-booting at least makes you feel less guilty.
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If a company is willing to take the extra time to provide Linux binaries, I'd be willing to
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Well then... (Score:2)
You included the problem in your own solution.
While the fact that Linux doesn't require bleeding-edge hardware is an asset, when the statement is turned around to "you don't need new hardware because Linux won't run any software that requires that hardware in the first place", then the asset becomes a liability. Why should I be restricted from the new goodies because of my OS choice?
This is a problem of "circ
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Having a native executable is always going to be superior to playing via WINE for any 3D game.
So, especially for someone who's used WINE to play, the availability of a native binary is exciting news.
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Re:Eve (Score:4, Interesting)
I felt the game was playing me more than I was playing it. "Hey buddy, I need you to press a few buttons here. No, not that one. Ok, now that one. Great, now fuck off for 45 minutes, I've got some flying to do."
It's a fish tank.
Re:Eve (Score:4, Informative)
While it certainly has its flaws, the most important thing one has to remember when trying EVE is that if you are uncreative enough that you want your game spoonfed to you, a'la World of Warcraft, EVE Online is not the game for you.
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Its a sandbox. It provides you with pretty pathetic NPC-related gameplay, and asks you to make your own, whether it be building a corporation, taking part in the stock market, competing in the cutthroat economy, or conquering space and maintaining an empire.
While it certainly has its flaws, the most important thing one has to remember when trying EVE is that if you are uncreative enough that you want your game spoonfed to you, a'la World of Warcraft, EVE Online is not the game for you.
While I really appreciate the concept of EVE objectively, in execution it's what I call a retiree game, as in I'd have to be retired in order to play the sucker because it would be a part-time job, minimum. This isn't the kind of hobby like building a model ship on the weekends, this is like working from home. The payoff for most people are serious PVP battles but you have to earn your chips to play in that game and that means mission grinding, mining, etc. As for the people angle, there's plenty of shit t
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Re:Eve (Score:4, Insightful)
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I'd rather have a sandbox where I can do what I want than a game that force-feeds me content and tells me I have to do things exactly the way it wants.
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No (Score:2)
Also, while it's nice to see widespread support, Vendetta Online [vendetta-online.com] has been doing this for quite a while, and you can find a comprehensive list of Linux-supporting MMO's here [linuxquestions.org]. Submitting that as a story would have born that out, no doubt.
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Re:Eve (Score:4, Insightful)
A game supporting 3 platforms is nothing, relatively speaking. (Since this topic is about the history of games spanning all the way to the beginning.)
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Ok, let's recognize it when Final Fantasy XI does it-- three years ago.
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No, that's not right.
There, fixed it for you.
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Allowing people from multiple platforms to play together on the same server is something new and something that should be recognized.
Also, World of Warcraft allows Mac and PC users to play on the same servers. If we're just talking about MMOs.
Of course, now that I re-read that quote, a ton of games allow that. Starcraft, for instance, met that requirement in 1998. (And possibly Warcraft II, although perhaps not since I t
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of course this is something that could change as linux becomes more prevalent and SDL matures.
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For example: "Exploration", "Storytelling", "Avatars with their own personalities" those come straight from tabletop RPGs
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Mod support is a huge, innovative feature. Doom definitely shouldn't be touted as a "pinnacle of mod support." Later games did it much better. I agree with you that the article isn't fantastic, but it raises interesting points and is right in a few areas.
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Stealth was rewarded over killing. The trail of bodies (supposedly) caused SS to hunt you down. They had bullet proof vests, grenades, ignored your friendly uniform and chased you room to room - a very nasty surprise. SS defin
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