Mechanics That Changed Gameplay Forever
grammar fascist writes "A feature at 1up.com explores the various gameplay devices that revolutionized videogaming, and you might not believe how simple they are: life bars, power-ups, bosses, and combos make the list. From the article: 'As good as these ideas may sound on paper, they don't always work in execution. Sometimes they don't even make sense. But every once in a while, a game designer comes up with a fantastic concept that engages the player -- and influences the work of other designers.'"
I'll tell you what changed games - Saving
Lets face it, nobody would have ever finished the original Zelda if you had to start from the beginning everytime. Saving is what made games evolve from 3-6 hours of maximum gameplay to the massive sprawling indepth masterpieces we know today. Playing a game over and over and over so that you're perfectly adept at every nook and cranny is for the kids who have hours to spend on it, and is frustrating as hell (Ninja Gaiden I through III, I'm looking in your direction). The older crowd doesn't have the patience or the time for that kind of thing. Saving has made replayability an option, rather than a requirement.
The same argument also applies the natural extension of saving, which is unlimited continues.
No Free-cam?
No "sandbox mode" ala Simcity/Grand Theft Auto?
Sniper Shots made it but "target locking?"
This list may all be great mechanics, but many of them are far from the best.
Demented But Determined.
What about cheat codes?
Nethack is a good example of no save cheating(well, not built in anyways.)
You can save and quit, but you can't save without quitting. When you load you can resume your savegame or delete. Outside of these two option, you can't do anything else. This way you arn't stuck playing continuously, but you also can't replay anything before your savegame. Either you're playing and 'live', or you're saved and taking a break.
Of course as a result, the vast majority of the game never gets more than half way through it, but that just makes it worth replaying. Most games today are just stuck on rails trying to tell you a story. Theres no way to fail, only fail to do what they want you to do forcing you to try again. You are not playing the game, the game is playing you.
Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
A seriously weak article. It had it spot on with a few of the entries, but come on, dog side-kicks transformed gaming???
How about:
Run and jump?
Scrolling backgrounds? (It changed shooters forever and then changed platform games forever).
Analog controls? Mario 64 introduced "push the stick a little to tip toe", "medium to walk" and "all the way to run". This feature is in 90% of character based 3D games now!
There are plenty more, but this article obviously didn't want to get too technical.