I was trying to think of which games created certain mechanics that became popular and copied by future games in the industry.
The most famous one that comes to my mind is Assassin’s Creed, with the tower climbing for map information.
I feel like Call of Duty 4 modernized and standardized the FPS genre on at least consoles. Every call of duty game still looks and feels exactly the same since CoD4 and every other first person shooter copied it’s control scheme because it was so firmly cemented.
What did CoD 4 introduce that Halo 3 hadn’t already done 2 months prior?
Real world weapon customization comes to mind. Other than that I don’t know, I haven’t played Halo 3.
Ocarina of Time is the mother of modern 3D gaming with Z-targeting.
Im pretty sure the actual, physical Trading card games like MtG and Pokemon gave us all these games with card mechanics in the late 90s/early 2000s.
Culdcept (1997), Baiten Kaitos (2003), Kingdom Hearts - Chain of Memories (2004). Then the card games weren’t as popular for a bit, then the digital ones died out.
And then Blizzard released Hearthstone in 2014. I haven’t played the other ones to know for sure, but I believe Yu-Gi-Oh Master duels crafting system can directly trace it’s roots to it. Trade cards for dust of a specific rarity, dust from 3 can form a new card, Shiny cards give enough dust on their own for any card, etc. .
I really thought hearthstone came out much easier than 2014.
I think it had like a year long beta where people were playing before full release. I know I was personally playing in 2013.
I remember playing WoW and working on getting all of the battle pets available by playing other blizzard games. But I thought this was in 2012. There was at least one obtained by playing hearthstone.
Street Fighter 2 popularized and pretty much set to stone what a tournament fighter game should be. Mortal Kombat came first, but its single-player progression was this weird “tower” with some gimmick fights thrown in, like you vs 2.
Thinking about it, I’d say Mortal Kombat popularized the “REALLY fucking cheap sub boss/final boss” that many other fighting games have (looking at you, SNK) - I mean, good luck getting close to Goro in the first place.
I wonder which korean mmo could be considered as the one that de facto popularized pay-to-win as an integral mechanic.
Diablo hands down popularized not only the action RPG genre, but also having enemies as loot mystery boxes. One lucky kill and you could get your hands on a really great piece of equipment. The amount of clones speaks for itself.
I think Gran Turismo popularized the “carreer mode” of racing games.
M Bison cheated a lot in sf2
He was a cheap motherfucker, but nowhere as much as Goro, who had unblockable moves and could interrupt your hits and combos
Yeah Goro was probably cheaper overall, but the CPU in general in SF had unblockable moves and invincibility that they used to interrupt your attack. Of course, input reading goes on in a lot of games and MKI was I’m sure no exception (found this MKII video about it). I think it just got ramped up even more for M Bison, so he ended up being pretty comparable to the MK bosses as well.
Being able to instantly use moves that required the player to charge was bullshit.
Dude, I have not played mortal kombat in ages but I still seethe at the mere mention of Goro
Mortal Kombat did not come first. It was quite openly inspired by Street Fighter II.
Donkey Kong (1981) popularized having different levels in a game to progress a storyline. Until then, you would have the same level over and over with increasing difficulty
Rouge rougelike
*rogue Roguelike
Though rougelike certainly sounds like an interesting genre too 😉
Pacman was the first to simulate a real life mechanic, of munching pills, listening to repetitive music, and running from multicoloured ghosts.
How about the flowing hair on Lara Croft in Tomb Raider 2 and later?
From my understanding, they wanted to have that working for TR1 but missed the deadline, so Lara got a static hair bun in TR1.
Iirc Halo was the first to use left joystick as forward/backward and left/right strafe; and right joystick as look up/down and pivot left/right.
I even recall articles counting it as a point against the game due to its ‘awkward controls’ …but apparently after a tiny learning curve, the entire community/industry got on board.
I thought goldeneye had that basic controls concept a few years before.
edit: ah forgot n64 only had one joystick. but basically the same with the left d-pad and middle joystick.
I think you are right, but the N64 controls used the C buttons as analog inputs for camera movement.
If we’re talking Goldeneye, I believe the C-button aiming was an alternate control scheme. IIRC, the default controls had the stick control both your forward/backward motion, but also your left/right turning, instead of left/right strafing, so your aim was controlled horizontally by the stick, but vertically was pretty much locked on the horizon at all times. To do fine-tuned aiming, or to aim vertically at all, required holding R to bring up the crosshairs which you could then move with the stick, while standing still.
In hindsight, it’s amazing that we ever tolerated that.
You’re correct. In addition you could strafe using left/right C buttons, and you could look up/down using up/down C buttons, but that was awkward and not really designed to aim.
But we also must remember that those games had an auto lock system. Your character would actually target the ennemies by himself, you would only use the crosshair to dona headshot when you have time to aim, or to aim at a specific object in the game.
But yeah, that seems so clunky compared to what we have today
Tbf it was always gonna be hard to make good fps controls on the N64 controller. The movement itself was fine once you got used to it (including strafing etc), but the real sticking point as you mentioned is the shoulder button aiming. It pretty much forced you to stop dead to aim accurately. So you really had to pick your time to hold position and take a few shots before running again.
I still had a lot of fun with it despite knowing there were better options out there with mouse and keyboard (although come to think of it when I was first playing wolfenstein and Doom I think I played with keyboard only back then).
I got anxiety just reading your post. Ugh.
One of my friends still owns an N64 and wants to play Goldeneye and Perfect Dark sometimes. This control scheme raises my blood pressure so much lol.
They have options to switch to a more “traditional” control scheme.
Tank controls.
Metroid Prime used them too, and it worked fine. The game was designed around it, so enemies were either already on your level, or were slow enough to react that you could stop and aim.
The remake has other control schemes, but I don’t use them because I like the one the game was made for.
If not GoldenEye, then I believe Perfect Dark would let you plug in two controllers for a dual analog control scheme.
Goldeneye did allow this. Crazy. Hard to use other buttons though.
Goldeneye got it functional, but it was janky. Try playing 4p with the old N64 controllers and you’d sorta struggle to move and aim.
Halo updated the standard with something usable in modern games. I think a few games in that genre also set the expectation that weapons should have no aim penalty while strafing, since console players would use small strafing motions to do light aim correction.
Goldeneye scheme was forward and back on the joystick moved forward and back but left and right on the stick turned the camera in that direction. The opposite movements were on the c buttons (strafe left and right and look up and down).
It was incredibly disorientating going from that to Turok which used the strafe on the c buttons and looking on the stick. It’s the same feeling I now get when I try to go back to Goldeneye now that the other orientation has been made universal.
On a side note, the goldeneye controls allowed for a unique way of moving around the map with circle strafing that you can’t really replicate in other games.
https://www.escapistmagazine.com/alien-resurrection-playstation-1-argonaut-games/
Alien resurrection was the first and got panned by critics for it
The original Medal of Honor for the Playstation 1 had an alternate control scheme that let you move in the modern dual stick manner.
First thing that came in to my mind was Gears of War with its specific third person view and hiding behind covers. I don’t think it was the first game with that mechanic but the most influential one
Third person view was first seen in the first Lara Croft game, I think?
I think you need to be more specific than just “third person”. Third person view was in Pong, Pac-Man, Asteroids, Centipede, etc. It’s the default for most games.
First person was probably introduced with Battle Zone.
Which, I don’t mean to sound pedantic, I just literally don’t really know what you mean here.
Then you will need to extend that to the OP of this comment chain as they didn’t specify either what Gears of War is. I am going to edit my comment to clarify but I do feel you are too pendantic for asking this.
Thank you. Sorry. Never played that game and didn’t know that was specific to FPS. I know some arcade shooter games had that mechanic, but not in the context of free-roaming FPS. I think you’re right about Tomb Raider.
Your examples are of bird’s eye view games, not third person.
Operation WinBack from 1999 is considered the first third person cover based shooter.
This game is a broken buggy mess but in a good way
This is true but Gears popularised it
Showing my age here, but what’s the difference between hiding behind cover in Gears of War vs what we did in LAN parties for UT or Wolfenstein 3D?
Snap to asset change camera angle Vs jiggle peak
The term I refer to is “hiding behind cover” singular - so when I hear “hiding behind covers” I think of the COG seeing locusts, getting scared, and wrapping themselves up in blankets. Lol
when I hear “hiding behind covers”
Operation Blanket Fort
Batman: Arkham Asylum’s free-flowing combo system was copied by many future games.
And unfortunately, not one of them did it better.
i think Shadow of Mordor did actually. the system was pretty similar but it didn’t feel as magnetic, which is an improvement.
I did like the magnetic nature of Arkham, and since Mordor lacked it, they let you hold your combo streak for longer, which also made it too easy.
yeah i don’t care so much about ease, i care about how it feels. Arkham’s combat was fun, but the insane distances you could instantly travel made it feel like the game was playing itself. mordor’s solution is better imo. but it obviously comes down to personal preference.
The Spider-Man games come close, but that first Arkham game was just so well done
They might be closest, but they’re still pretty far off. One of the core pillars of Arkham combat is that it would punish you for button mashing by dropping your combo, meaning you not only gain fewer points at the end of combat but also lose access to your instant finishers, which are all too valuable for taking out the toughest opponents. Spider-Man is happy to let you mindlessly mash, and it’s far worse off for it.
Might just be because I’m just starting out, but Spider-Man’s combat is much more punishing for me. Could just be the higher emphasis on using specific combos on certain enemies, which I have some difficulty keeping straight.
Skyrim for the horse armor dlc.
That was Oblivion believe it or not. Ahh, the good ol’ days where everyone got up in arms over even cosmetic DLC.
My mistake you’re totally right there!
I thought that the uproar about horse armor was that it was the first pay-to-win DLC. The armor was not just cosmetic but actually provided a stat boost to your horse. The accusation was that the developers had made it too easy for enemies to kill your horse and decided to patch the game to fix it but made players pay for the patch.
Lol you’re correct it did increase the health pool, but what I remembered most was the cosmetic aspect, I was young tho
I remember them having a sale on Oblivion DLC one time where the rest of the DLC was half-off, but the horse armor was double.
Oblivion was weird on DLC. Knights of the Nine was pretty good, and Shivering Isles was amazing. But they also had bullshit stuff like Horse Armour.
funny how no one even mentioned World of Warcraft for MMOs because it’s too obvious.
There were popular MMOs before WoW, such as Runescape and Everquest. WoW just took a popular genre and rocketed it into the stratusphere.
The question was, “what games popularized certain mechanics.” The question was not, “what games created or introduced certain mechanics.”
Yes, there were other MMOs before WoW, but WoW took MMOs to a completely new level of popularity. I didn’t play ANY MMOs before WoW and wasn’t really interested to, but it was so popular that I jumped on to see what the deal was. Since then I have played ESO, LOTRO, AOC, and one other whose name I forget.
Other MMOs were popular among gaming nerds before WoW, but WoW made MMOs popular to normal people.
I tried UO, AC, EQ1+2 and can say that WoW’s beloved IP, look and feel, and relative lack of clunkiness in the controls and animations were big differentiators for me.
because it’s flat out wrong. WoW aped most of its systems from Everquest, which most of WoW’s development team was actively playing. They made some improvements on the genre, but the bones existed as early as 1997 with Ultima Online.
the question was “popularized” not “invented”.
I promise you, Everquest was plenty popular at the time, and it didn’t invent those things either.
sure, we can quibble on the threshold of “popular” here. but you can’t question that WOW caused an absolute explosion in MMOs after it. not like anything before.
WoW was like the iPhone of MMOs. Didn’t invent anything, just put it all together in a coherent, accessible, user friendly package.
Battlefield 1942 always stands out to me as the one that popularized large scale online battles on big maps with vehicles. At the time it was revolutionary in online gaming.
Command & Conquer: Renegade came out around the same time as well, with similar features. I kinda wish that game had a sequel as well.
Another gameplay feature that comes to mind is the exclamation/question mark above NPC characters for quests. I remember it first from WarCraft 3, but I think it really kicked off with World of WarCraft to get adopted by many more games.
I’m not sure I’ve ever had more fun with any game than I did with BF1942. It was just so much fun. There were games with smoother play and deeper mechanics and better graphics, but none were as fun. The dumb mechanics made it amazing, like being able to lie down on the wing of a plane and snipe people while your buddy flew, or dive bombing and parachuting out at 10ft above the ground to capture a point, or shooting the main cannon from a tank into a barracks that has 15 people spawned inside it, or piloting a goddamn aircraft carrier and running it aground to get to a spawn point safely. It was so stupid but so fun.
Was it the first to allow you to look on the map to choose where you respawn, specifically on teammates?
Battlefield 2 intruduced that one.
I don’t remember being possible to spawn on teammates in BF1942, but definitely remember it as a first to select spawn points on map like Battlefield always did.
Battlefield 2142 had that, don’t know it that was the first one to do that though. Might’ve been BF2.
I can confirm that you could pick spawn points in BF2 and BF2142.
I remember an old BF1942 mod that had spawn selection; I don’t know exactly how far back the feature went, but it was around for a while before BF2.
desert combat? that was the shits
I can’t remember if that mod had squad spawns. But I definitely remember playing it a lot, that was an absolutely revolutionary mod with so much content, not to distract from other great BF1942 mods though. I believe the original DICE team originated from that mod team to create Battlefield 2 as well.
Renegade was some of the most fun I ever had in a shooter. Truly a unique experience
Quake revolutionized fps games
Ape Escape was the first PS1 game to require the dual shock controller
I’d argue that quake did far more for 3D graphics then it did for FPS. Like Doom is what got FPS into the spotlight even though Wolfenstein 3d came first. Like quake is pretty much what made real 3D possible and doable on the hardware of the time thanks to everything going on under the hood
And then there was the Quake 2 engine which gave us Deus Ex, American McGee’s Alice and then (through the modified GoldSrc version) Half-Life, Counter Strike and countless others! The family tree of 3D engines is really interesting.
and the Unreal engine which gave us I don’t have any idea how many but just a staggering number. Both solid games on their own, but long-term the engines were the real rock stars
Absolutely, we didn’t even have any special graphics cards at the time for 3D, I believe? I remember that started some time around Quake 2 but I am not sure, I might remember wrong.
While I don’t know much about video cards, the IBM Monochrome Display Adapter (MDA) is often called the first video card and had a couple of contenders for first that were either designed earlier or released at almost the same time in 1981 and were all for displaying text only. The first GPU card sold to the public was the GeForce 256 in 1999. I’m assuming there’s some in between that were not really used by the public that would have been used in movies and whatnot.
The reason why nobody was selling GPUs before Quake was because quake was THE first 3D game. Doom and other games before Quake were 2.5D and didn’t have 3D models only sprites. Games before Quake essentially mimicked 3D while Quake IS 3D
The first GPU card sold to the public was the GeForce 256 in 1999
3dfx cards like the Voodoo and Voodoo2 were 3d accelerators that predated nVidia’s offerings.
And even from nVidia themselves, the Riva TNT was a GPU released before the GeForce models.
The term GPU wasn’t used yet. It got applied as something of a marketing term to cards that had hardware transform and lighting, and that was indeed the GeForce 256. Before then, they were “3d accelerators”.
You can see this on the Wiki page for the GeForce: https://en.wikipedia.org/wiki/GeForce_256#Architecture
GeForce 256 was marketed as “the world’s first ‘GPU’, or Graphics Processing Unit”, a term Nvidia defined at the time as “a single-chip processor with integrated transform, lighting, triangle setup/clipping, and rendering engines that is capable of processing a minimum of 10 million polygons per second”.
So it kinda depends on perspective. If you take Nvidia’s marketing at face value, then the GeForce 256 was, indeed, the first GPU. You could retroactively apply it to earlier 3d accelerators, including the SNES Super FX chip, but none of them used the term at the time.
Ohhhh! I think the Riva TNT (or Riva TNT 2?) was my first 3D accelerated graphics card! What a time to be alive was that.
The first PC that I bought myself has a TNT2 with 8mb of memory. I upgraded it some time later with a GeForce 2 and the difference was shocking.
The first GPU card sold to the public was the GeForce 256 in 1999.
No it wasn’t. Rendition had the Verite back in 1996 that was true 3D and 2D on the same single video card. At the same time as the Verite was the 3DFX Voodoo (released 1995), but it was 3D only and needed a second card for 2D. Rendition was also the only 3D accelerator natively supported by Quake.
Nvidia did indeed market it as the first GPU at the time. You can retroactively apply the term, but it didn’t exist before then.
This is correct. I remember running Quake II in software mode with hardware effects (could that have been OpenGL already?). It ran at like 1 frames per second, because I didn’t have a 3D graphics card. Although the lighting looked lovely when you shot a rocket through a hallway.