Slashdot Mirror


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.'"

36 of 143 comments (clear)

  1. Hmm by Ethan+Allison · · Score: 3, Funny

    Do paddles count? I say they do. You shoulda seen the Pong pre-release.

  2. They missed a biggie by systemic+chaos · · Score: 4, Informative

    Where does "computer-generated breasts on cover" fall into this list? Hey, I mean, it moves packages...

    1. Re:They missed a biggie by Hannah+E.+Davis · · Score: 4, Interesting

      The concept of a static image of boobs (particularly fake boobs) as a marketing tool is not limited to gaming, so I don't know if it would qualify as a gameplay mechanic. Boob physics, however... that's an interesting one. It took a long time for the game industry to come up with character models that jiggled in the right places, and I'm actually surprised that they didn't do it earlier. It's not quite as surprising how many... uhm... packages it moved when it was finally implemented, though.

    2. Re:They missed a biggie by RsG · · Score: 4, Funny

      Indeed. The modern advances in tata-rendering, textured bump mapping and inverse nippomatics are truely a driving force in the industry :-P

      Actually, I wonder how they'd do motion capture for this sort of thing? "Here, wear these patches and bounce"? Who gets the privlege of helping the motion capture subject with her equipment?

      --
      Erotic is when you use a feather. Exotic is when you use the whole chicken.
    3. Re:They missed a biggie by Elder+Entropist · · Score: 2, Funny

      Shouldn't that be "They missed two biggies"?

    4. Re:They missed a biggie by Skippy_kangaroo · · Score: 2, Funny

      Hey, I mean, it moves packages...

      I know it moved my package.

  3. Saving beats all of that.... by MagicDude · · Score: 5, Insightful

    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.

    1. Re:Saving beats all of that.... by Ankou · · Score: 4, Insightful

      Game saving also got rid of all those uber players. If you met a guy who finished all of those Ninja Gaiden games in one sitting he was one BAD dude at video games. I think the most frustrating was Contra III. Even WITH the 99 men cheat it was ficken impossible.

    2. Re:Saving beats all of that.... by happyemoticon · · Score: 4, Interesting

      Generally speaking I'm in favor of saving, and when not available, emulator state saving and loading. Of course, I do feel like kind of a hack when arbitrary saving and loading allows me to essentially have infinite lives and ammo, since I can ensure, with scientific accuracy, that each encounter goes perfectly.

      It sort of makes me wonder when the innovation of multiplying the actual length of the game by several times came about. You know, like when you get to the end of one of those really hard, old-school platformers and it tells you, "Actually, you need to play the whole game again - except now you have to finish the whole thing without getting hit once, and in this certain amount of time." This is frequently in those games on the other end of the spectrum - you know, the ones with no saving at all. I prefer a middle-ground myself. I mean, sure, I love RPGs and those rare platform-style games that allow you to save your progress, but back when I was younger, I was really freaking good at Mario.

      These days I actually crave a hard game. When I get my new apartment, I'm planning on buying an Xbox specifically for Ninja Gaiden.

    3. Re:Saving beats all of that.... by SharpFang · · Score: 2, Interesting

      Savegame - THE ultimate cheat.

      I wish I knew how to make a game that allows you to save&quit, then resume gameplay freely the next day, disallow to "retry" the same part for better outcome (if you screw up, restart from scratch or live with your mistakes) while keeping you immune from crashes, bugs etc. There were some games that kept saves only with purpose of resuming the game, but a crash or a critical bug that killed your character would unfairly force you to restart. OTOH I feel quite guilty if I retry for the 6th time the same battle to get the grenade exactly through the narrow gap into the bunker. Oh, and games where saving costs you money, health, save crystals or such solves nothing.

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    4. Re:Saving beats all of that.... by RsG · · Score: 5, Insightful

      Eh, not really. I got my start on the Sega Genesis and arcade machines back in the day, and have since gone over into PC gaming exclusively. I've had it both ways.

      Not saving typically meant either A) you spent alot of quarters in the arcade or B) you learned to make the most of your lives/continues/whatever. It didn't really make you "uber".

      Nowadays, games have more depth and skill involved. They're longer and typically harder to finish. Yes, you can reload save games to keep your progress, but the tradeoff is that reloading is neccesary. Beating an old side scroller without saving was difficult, but not impossible, for an average player; beating a modern FPS of any respectable length without saving is damn near impossible for even an expert player. There are no extra lives, no continues, and no slot to put in more quarters - you either save or start over all the way from the beginning. And the time it takes to get to the end is so much longer as well.

      And the games that do let you respawn are often the ones in which dying is taken for granted, and thus the game is corrospandingly more frustrating. MMOs like WoW are a good example of this - you might die a dozen times in a dungeon instance, but actually beating the fights is hard. Multiplayer FPS games are another example - you spawn, you're fragged, you respawn, you hope to god you'll get a kill - nope, fragged again. This is somehow easier than falling into a spike pit in Sonic the Hedgehog?

      --
      Erotic is when you use a feather. Exotic is when you use the whole chicken.
    5. Re:Saving beats all of that.... by IpalindromeI · · Score: 2, Informative

      (side note: which is more appropriate for gaming, farther or further?)

      Farther is used as a measure of concrete distance. "I rode 5 miles farther than yesterday." You could maybe use it in this case if you're referring to the distance you've traveled in the game.

      Further is used as a measure of relative degree. "He took that bad joke further than he should have." It would be more appropriate in this case, in my opinion, since game progression can't really be measured in distance. It's measured relative to past playings.

      --

      --
      Promoting critical thinking since 1994.
  4. Mario! by Neoncow · · Score: 5, Funny

    Oh wait, they said mechanics...

  5. Disappointing by Dr.+Eggman · · Score: 4, Insightful

    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.
  6. Excuse Me But Nethack by Benwick · · Score: 3, Insightful

    Seems to me that having a canine companion premiered in Nethack. ...And which, I might add, flamebaitingly, happens to be better than all those other games!

  7. Mechanics That Changed Gameplay Forever by xstonedogx · · Score: 2, Funny

    Mario! No wait, he's a plumber, not a mechanic...

  8. up down up down left right left right b a start by grapeape · · Score: 4, Insightful

    What about cheat codes?

  9. spread shot by fearanddread · · Score: 4, Interesting
    In fact, the only shooters where you're not likely to find the spread shot are those of the first-person variety, like Halo and Quake. Alas, this weapon of mass destruction would simply be too much of an advantage in multiplayer matches.
    I disagree. The rocket launcher in Unreal Tournament had spread-shot capability that was devastating but in no way an unbalancing factor.
  10. Transcendence has a nice model.... by MrTrick · · Score: 2, Interesting

    (http://neurohack.com/transcendence/) You can save&quit, and resume later. You can purchase 'insurance' from a broker for protection against death (if your ship is destroyed you'll re-appear at the broker with full health) but the cost of insurance increases exponentially every time you make a 'claim'.

  11. And RTS? by loraksus · · Score: 2, Interesting

    And what about RTS's?
    The genre has evolved by leaps and bounds in terms of gameplay in the last 5 years (try playing the original command and conquer and you can see the evolution. Ignoring the whole genre is doing a pretty big disservice.

    --
    1q2w3e4r5t6y7u8i9o0pqawsedrftgthyjukilo;p'azsxdcfv gbhnjmk,l.;/
    1. Re:And RTS? by Sigma+7 · · Score: 3, Insightful
      And what about RTS's?


      In my opinion, most modern RTS games feel just as advanced as C&C. Here's a quick test to show why:

      - Select a group of units, and assign them to hotkey 1.
      - Have them attack an enemy group. Naturally, they overwhelm them and are victorious.
      - Some your units are damaged and need to be sent back to base for repair. Do so without pulling away healthy units. While you can do this on Dark Reign, Red Alert 2, and a few other games... most games on the market do not support Auto-repair or otherwise send damaged units back to base without micromanaging them.
      - While you were attacking the enemy forces, you were naturally building up another attack force with your build panel on the right-hand side of the screen. Select those new units and add them to group 1.
      - Oh look, the enemy is launching another attack - have group 1 engage and destroy them. (They will do so easily, since the computer AI sucks.)
      - Now, since the enemy base is weakly defended, have your reinforced group obliterate the enemy in one large swarm. To do so, wait until your reinforcements join up, and charge (which will be forever in every modern game other then Tiberian Sun and Red Alert 2 - as units stop in their tracks as soon as their assigned target is destroyed.)

      The order of events shown above are highly reasonable in a military assault. However, RTS games have the most basic of flaws in unit AIs that prevent these things from being possible - and these flaws are fixable by anyone who knows what they are doing.
    2. Re:And RTS? by doti · · Score: 4, Informative

      Have you ever heard of Total Annihilation?

      It is to C&C, Starcraft and other RTSs what chess is to checkers.

      --
      factor 966971: 966971
  12. Rhythm games...? by AdamTrace · · Score: 5, Interesting

    The earliest I'm familiar with was Parappa the Rapper, but given the whole DDR/Guitar Hero trend, I think rhythm games are a whole genre that shouldn't be overlooked.

    Adman

  13. Nethack. by irc.goatse.cx+troll · · Score: 4, Insightful

    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
    1. Re:Nethack. by irc.goatse.cx+troll · · Score: 2, Informative

      Then nethack gets the HUP signal and autosaves.
      Should try it, telnet to nethack.alt.org and play around, you'd be surprised how safe the saves are. I've got one I havnt played in months still waiting for me.

      Only time I lost a save there was due to closing right as I did something stupid, in an attempt to cheat it into letting me recover my old save. So basically, I tried to cheat and it didn't let me.

      --
      Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
  14. Weak article by Anonymous Coward · · Score: 5, Insightful

    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.

  15. Errors by MilenCent · · Score: 4, Informative

    I love searching these articles for errors. There are fewer than I expected -- attributing the origin of a health total to a game by *SNK* seemed obviously false at first, but the game offered, Ozma Wars, came out shortly after Space Invaders. (That's real early.) And I respect the writers for remembering Gaplus.

    Doesn't mean the article's entirely accurate though:

    Power-ups: I'm reasonably sure Pac-Man wasn't the first.

    Chain Reactions: Missile Command's "matchbook" explosions far predate those of Bomberman.

    Time Manipulation: Ladybug has a freeze-the-enemies item, as does Q*Bert.

    Spread Shot: Oh please, Contra was NOT the first game to do this.

    Canine Sidekick: What? Stupid.

    Co-op play: Eliminator predated Gauntlet.

    1. Re:Errors by Das+Modell · · Score: 2, Informative

      Grappling Hook: Bionic Commando, 1988. The article is referencing some sort of later version of the game, because the NES certainly didn't have graphics like that, and the main character was not called Radd Spencer. In fact, I don't remember what he was called, but it was not Radd Spencer.

  16. Re:Elite by bobthesloth · · Score: 2, Informative

    They were the first to come up with it. A lot of the most interesting features in Elite were squeezed into the game in literally bytes. Initially, where the 3d map was there would have been two columns of numbers that told you where you were. It wasn't very intuitive, and the creators came up with the 3D map in a couple of spare bytes.

  17. Balance by owlman17 · · Score: 3, Interesting

    Finding the right balance while keeping it interesting is hard. Starcraft is a very balanced game. And its probably why it ranks as one of the best all-time games out there despite its age. Of course, Warcraft and the original C&C also had balance in the sense that they had practically identical units, but Starcraft really makes this interesting. Its almost like playing a 3-way chess with the races. Heck, this could be the chess of the future. And yeah, the best games I ever played were always about gameplay, not graphics, though that helps.

  18. They missed a biggie! by shoolz · · Score: 3, Informative

    Air control during a jump! Thanks SMB 1! That was a HUGE platform-game improvement that was carried forward all future platform games (that didn't suck).

  19. Re:omissions (really: Origin of Gauntlet) by kabdib · · Score: 2, Interesting

    The original "Gauntlet" was actually my roommates MIT thesis (you don't *have* to do a thesis as an undergrad, but he did). It was called Dandy, it ran on the Atari 400/800 computers, and it let up to four players play using the four joystick ports. Finished in the fall of 1982 or so, before he joined Atari.

    Atari coin-op loved the game, and shamelessly ripped it. When Jack objected, he settled for a copy of the coin-op Gauntlet (which, being a roommate, I had to help schlep from apartment to apartment for a while, until he just brought it into work).

    --
    Any sufficiently advanced technology is insufficiently documented.
  20. Dog Sidekick? by Enderandrew · · Score: 3, Informative

    Having a dog sidekick makes the list but for some reason interactive content doesn't?

    You want to talk about mechanics that revolutionized gameplay. Here are some HUGE omissions from the list.

    Pause Button
    Save Feature
    Online play
    Mod tools
    Creating dynamic content in game (like Sim Life or Spore)
    Musical Gameplay
    Force Feedback
    Analog Controls
    Alternate Endings
    Unlockable Content

    But having a dog sidekick beat out all those things.

    --
    http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
  21. seriously... by sammy+baby · · Score: 2, Informative

    The one I can't believe they skipped is "mouselook."

    Seriously, a whole genere of game (FPS) depends on this mechanic. How could it have gone unremarked?

  22. Locational damage in FPS? by Kelbear · · Score: 2, Insightful

    First time I saw this was SWAT from Quake1, then Actionquake2, the team from which Gooseman left to make Counterstrike. And then a billion other "realistic" games spawned a bevy of bullet-based FPS games.

    The popular weaponry was rocket launchers, railguns, freaky energy weaponry and whatnot. Now many games have hit-scan bullet guns instead, and with recoil, stability, and locational damage.

    So many FPSes are tossing in headshots and favoring bullet-based guns. I like the crazy fictional guns, too much same-ness in a pistol/shotgun/chaingun(in whatever form they may take).

  23. from the gotta-love-bosses dept. by HTH+NE1 · · Score: 3, Insightful
    from the gotta-love-bosses dept.
    No, I don't gotta love bosses. I even hate that they're called "bosses". And they're so widespread in games and still the gaming definition of a "boss" has yet to make it into a dictionary: an exceptionally difficult opponent at the end of a level of a computer game which must be defeated to advance to the next level or finish the game.

    The very idea that they would have one powerful enemy at the end whose sole purpose is to defeat the one person who had ever managed to cut through all the defenses makes no sense. He should instead be outside to support the other defenses, not held in reserve as a single defensive point.

    Now give me a game where whether you're able to get to the end depends on you surviving your own character's fatigue, where your character really doesn't have the time or endurance to "clear the level" (and not by having infinitely regenerating enemies). Maybe dealing with that would get game designers to stop making games where all you have to do is keep mashing the A button.
    --
    Oh, say does that Star-Spangled Banner entwine / The myrtle of Venus with Bacchus's vine?