50 Landmark Game Design Innovations
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."
Not many have had to. Linux has nearly all of the tools necessary to get the game working, provided you wanted to badly enough, and were willing to work for it.
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.
If you can read this, I forgot to post anonymously.
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.
Eve Online is one of the few games where I didn't even finish the free trial.
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.
How we know is more important than what we know.
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?
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.
Yes they had to. I want to play a modern graphics-intensive game. I am neither thrilled about paying Bill & Co cash just because software companies are too lazy to compile for Linux (and let's assume I don't want to take the yarr-harr route either), so dual-booting is not an option. Oh, and another thing I don't want is a 2-FPS slideshow kindly provided by WINE. That leaves the requirement of native Linux support.
If a company is willing to take the extra time to provide Linux binaries, I'd be willing to pay THEM a bit of extra money (or just be their customer as opposed to not be) rather than pay that money for an OS I don't want.
No, this is the place to mention that, and then your peers will vote for it here.
Also, while it's nice to see widespread support, Vendetta Online has been doing this for quite a while, and you can find a comprehensive list of Linux-supporting MMO's here. Submitting that as a story would have born that out, no doubt.
Terminus, Quake 3, Angband. Eve is the first for-profit MMOG that I can think of supporting all three, I'll grant you.
Why do they say BK invented "coupled avatars" when I'm sure DKC came out first?
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.
What does guilt have to do with it? I'm just lazy and not the obsessive gamer I once was, so I only boot out of debian into xp once in a while to play a game instead of bothering with often hokey settings to play a game with wine.
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.
There are two kinds of fool One says 'This is old therefore good' Another says 'This is new therefore better'- Dean Ing
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.
Damn_registrars has no butt-hole. Damn_registrars has no use for a butt-hole.
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.
#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.
You just got troll'd!
The first minigame I ever saw was in Major Havoc, 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. 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. 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.
And the brethren went away edified.
I played EVE under WINE on my macbook. The framerate was terrible. Unplayably so. On the other hand, if I booted into windows via bootcamp, the framrate was great (in excess of 20 FPS).
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.
Games used to be written for 5+ platforms. How many platforms did Lemmings come out on? Or the original Prince of Persia? Apple ][, Commodore 64, DOS, Macintosh, Amiga, Atari possibly.
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.)
Comment of the year
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!
No sig for you. YOU GET NO SIG!
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.
Uhm, yeah so Majesty. Anyone seen anything like it since?
The first use of this was probably Rogue, which is older than River Raid.
AccountKiller
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.
+Raider of the lost BBS
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 to deal with running a corp, and that can take on full-time job characteristics.
The worst part of it is the rumors of developer corruption and talk of the free-isk plexes controlled by the major corporations. While I never found out all the details, from the outside looking in, it sure sounded like being stuck in a company where you're nose the grindstone all day while the boss' son breezes in at 10am, makes a pretense of working, cuts out at 3, and makes ten times what you do. Again, it makes the game seem like work rather than fun.
I chatted with some people in-game who had done the whole POS thing, had fleets of stations and the like. Those guys eventually downsized because the workload became just that, work.
I love the premise of the game, I love space flight and combat in general, and the feel of the game is nice. I just think it requires way too much of a time commitment.
Kwisatz Haderach
Sell the spice to CHOAM
This Mahdi took Shaddam's Throne
Uh, time commitment? Are you serious? EVE's time commitment is much less than most other games; the main "time commitment" issue I've found is longer fleet operations and such; on the other hand, if I want to log in, plan some market manipulation or set up some production, it just takes me a few minutes. There are loads of different professions; choose one that doesn't require a large time commitment, and you can easily play 1 hour a week if you want. On the other hand, if you want to do something with a large time commitment, you can do that too. Its a game of choice; it doesn't force you to be a fucking moron and grind missions for hours a day for nearly no payout.
If I have to make my own fun, I can do that without paying a subscription fee.
How we know is more important than what we know.
I think the next leap will be to that configureable keyboard that is out, with every key layed out perfectly for my hand.
And I like .OEU -- same keys as ESDF, but in Dvorak.
I type on a Kinesis contoured keyboard, 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.
I stole this sig from someone cleverer than me.
Wine runs everything I've thrown at it faster than Windows does. I don't know what you're doing wrong. Admittedly I'm not using anything requiring DX9+ and ultra-bleeding-edge graphics hardware but still... for most things more than a year or so old it seems fine.
Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
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 "circular logic" of GPU manufacturers not making Linux drivers because there are no games for Linux, and game publishers don't make games for Linux because there are no drivers for them to run on.
The initial attempt to break the cycle is the hardest to achieve, and is least likely to bring profit. It takes some balls to be the first to challenge an existing monopoly and be open to alternatives (which EVE is doing right now), which is why as a consumer I'm willing to be part of funding that cycle-breaking, both for moral reasons and my own practical ones (I want new games for my Linux, dammit).
Well... despite that they mean "video game design" the article is still a poorly researched piece of shit. Most landmarks are not landmarks, the reason why certain elements were not in the early games is because it was technically not feasible, not because nobody thought about it. And as you mentioned, a lot of game elements come for non electronic games that have been around much longer.
For example: "Exploration", "Storytelling", "Avatars with their own personalities" those come straight from tabletop RPGs. It's not innovative to do the exact same thing, but then electronically. Just like eBooks and ePaper are not innovative wrt to the act reading, they are innovative wrt book publishing.
"Mod support" isn't innovative either, people always wanted to tinker with stuff they spend time with. Games later included mod'ing tools (ok, the tools the game devs used to create the game content) with their games because people wanted it and otherwise they would create it themselves. Doom didn't have mod support, customers made tools to modify the game. And "Modding is a form of gameplay;"... wtf... no it isn't, it's a way to extend gameplay.
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.
Who ordered that?
So what? The important part is that it works and is supported by the developers. Everything else is an unimportant implementation detail.
Perhaps the tutorials should be a bit better than they are now; the point of the game is that you only spend time doing nothing if you want to spend time doing nothing. It doesn't spoonfeed you the content; you're forced to actually play the game rather than mindlessly carry out a series of "fetch me this spoon and kill 17 kobolds."
When you were a kid, you might have had a sandbox. In the sandbox, you had all sorts of toys to play with. Did you ever complain that, since you had to make your own fun, that sandboxes and the associated toys were a complete waste of money?
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.
Doesn't it bother your finger that one of the keys has the raised bit though? If it were the middle key I think that might work, but it'd drive me fucking nuts if it were asymmetrical. Please tell me that it's not just me, or I might have to call my shrink again!
The Farewell Tour II
It's just you. :)
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 >:(
Breaking Into the Industry - A development log about starting a game studio.
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.
Coz eternity my friend, is a long *ing time.
Well at least hardcoding is slightly better than what tends to happen on consoles when they don't want to build in dynamic tutorials (which is stupid since there are so few buttons). With those they just go, "Now push the [jump] button to jump." or something similarly ridiculous.
As for weird alternatives to WASD, I've always wondered if it'd be possible to learn how to play Vi-style, maybe F for forward, D for backward, and then A/S for left/right, or something like that. Anyone want to learn and tell us how hard it is?
The Farewell Tour II
Old Mac keyboards had something similar to that - instead of an upside-down-T-shaped directional pad, the had the four arrow keys in the bottom-left, in a row. I no longer remember what order they were in (besides "awful".)
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.
Breaking Into the Industry - A development log about starting a game studio.
14. Coupled avatars....Possible first use: Banjo-Kazooie, 1998.
Hasn't this guy ever heard of Head Over Heels, http://en.wikipedia.org/wiki/Head_Over_Heels_(video_game)?
Quite a few of the possible first uses are a bit out of kilter with video game history, and some of the fifty just plain pointless, although the author acknowledges this.
"Feel the force, mother fucker." (Shaft Windu)
Someone in the comments on the article mentions The Sentinel (1986) but I can't believe Hacker (1985) slipped by them - hell, that game was one of the things that inspired my love of technology in my youth, putting me where i am today (alongside William Gibsons Neuromancer).
Stealth in Games meant a different level of strategy and thinking than the running around and bludgeoning your way to victory method found nearly everywhere else - stealth and smarts were much more in line with my personality.
I've been wanting a re-imagining of the hacker with modern ideas to come out for years, actually - anyone seen anything worthy?
Property is theft.
The Mac version of WINE does not do 3D acceleration at all due to some incompatibilities with Apple's DRI. Crossover for Mac gets around this by bundling its own X server (with slightly better integration than Apple's) which has a compatible DRI implementation. I don't know if the new X server in Leopard fixes this.
I am TheRaven on Soylent News
I'm close, but not quite that. I use F for forward, C for backward, S for strafe left and D for strafe right, A for crouch. I don't have a hard time at it and I have done it since Quake I. I tried for a setup that is natural and has more keys available. Even though it does bother me to have two separate fingers on opposing actions at all times (strafe L/R) I find it easy to remember in a clutch and very responsive.
Allowing people from multiple platforms to play together on the same server is something new and something that should be recognized.
Ok, let's recognize it when Final Fantasy XI does it-- three years ago.
Comment of the year
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.
I've never liked WASD either, but for a different reason. It leaves my fingers too close together.
Try it out. First place your fingers on WASD. Then try moving your thumb to X. Much more relaxing position for your hand, no?
I'll have to try ESCF though, as you do have point there.
And attitudes like this are what prevent new ideas from happening. Yes, it IS innovation when you apply standard P&P RPG components to a video game, when no one else has done it before.
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.
Wheel in the sky keeps on turnin'.
of course this is something that could change as linux becomes more prevalent and SDL matures.
(1.21 gigawatts) / (88 miles per hour) = 30 757 874 newtons
Castle Wolfenstein is much earlier and used stealth as a key game mechanic. It came out for the Apple II in 1981. Beat that...
Another alternate layout that I love is A[shift]ZX. Its from Skynet (first game I didn't use the arrow keys on) and I really like how it lets you space your fingers out a bit more thanks to the shift key being larger. WASD and ESDF are nice for the amount of buttons you have available around your fingers. I have rather long spindly fingers so maybe with shorter fingers WASD etc would be more comfortable.
Your all heathens and I'll convert you to the one true layout! d: j/k
(I hear some people use ASDF, now thats crazy.)
Tell my PS2 that.
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
Circumcision is child abuse.
No, Final Fantasy XI runs on PS2 and PC, which definitely meets the stated requirements:
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 think the Windows version didn't support TCP/IP until it was re-packaged years after release.)
The real point is to make that news about EVE Online relevant to the story, the "first" you construct has to be so elaborate it's almost useless:
"It's the first space-based MMO that runs on precisely three non-console platforms!" or something similar. Other than that, it's all been done, it's all been done, it's all been dooooooone before!
Comment of the year
The first party game was probably Party Mix for the Atari 2600 + the Starpath Supercharger add-on. That was 16 years before the original Mario Party.
Circumcision is child abuse.
I don't understand why you need to make some dumb sandbox analogy for this. Eve is a boring game unless you are a hardcore PvPer. It doesn't matter how hard you rant about it being a sandbox and that if you don't enjoy it you must lack imagination....the meat of the game is boring. I applaud them for removing the skill grind and making it something where you are always training (though, they should allow you to queue two skills if they haven't already), but they just replaced it with the grind to make ISK. Missions are repetitive and boring since you have to run the same one over and over, mining is boring, trade is boring, etc.
In game you do and can meet nice people. But the "community" on the Eve forums are a bunch of people who like to insult others and ask for your stuff if you decide to leave (and insult you on the way out for not liking the game...what a sin!). They all bash WoW because their game is vastly less popular and they feel threatened (just like you did with your spoon fed fun comment).
But now that I think about it, the sand box analogy is perfect. Eve is a sandbox...it is just full of potential. Unfortunately, every toy in the sandbox is broken and is more work than it is fun to play with. And certain kids in the sandbox have been treated better by the teachers than the other kids and thus own most of the sandbox.
Don't get me wrong, Eve is not terrible...but after playing it for awhile you can't help but become bitter from its jerk community, its constant scandals, and how you can just feel there is a good game buried somewhere in there but that it has been taken in the wrong direction.
Support a great indie game: http://www.abaddon360.com
I don't know about that, they did slight Nintendo by pretending that the DDR dance mat was something new and innovative. Nintendo had that technology invented and deployed by the mid 80s. I remember spending a bit of time racing my friends with the track game that came with some versions of super mario brothers.
I would think that a game such as Sacrifice would at least come up when dealing with gestures for in game actions. This game had mouse gestures and was released in 2000. I haven't dug deeper, but it is possible there was a game before it with gestures. A little due diligence would have benefited some of the other categories as well, especially when they simply put 'unknown' for lack of obviously wanting to do some research.
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.
Prov 9:8 Do not rebuke mockers or they will hate you; rebuke the wise and they will love you.
True, but the strategy was different in those days. It wasn't really a port as such, but a conversion. You just hired one team for each platform and gave them the same requirements and had them implement the game the best they could according to the limits of the target machine. This led to some delicious ammo for the platform wars, and was also interesting in separating the wheat from the chaff, programmer-wise. For example, the 'team' (actually probably about 3 guys) Ocean assigned to do the ZX Spectrum port of Chase HQ produced a masterpiece, whereas the team assigned to do the Amiga port made a hash of it and churned out a lacklustre imitation of the arcade game.
Whereas for a port these days, you would expect 90% of the code between platforms to be identical.
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/
Many Higinbothams have died to bring us this information.
Tribes 2 defaulted to ESDF on install. Great game. Annoyed me when I switched away from it though.
Even those who arrange and design shrubberies are under considerable economic stress at this period in history.
It does run on PS2, PC, and Xbox 360 though.
There is no theory of evolution. Just a list of animals Chuck Norris allows to live.
Guards only knew about you if they saw you (line or sight) or if they heard you shoot your gun. You could also use an enemy uniform so that they would ignore you. That was about as stealthy a game dynamic as was possible in 1981. The sequel in 1984 added a dagger for silent kills
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 definitely showed up either way, but perhaps more often if you left a trail of bodies.
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, quarters had pictures of eagles on them! "Gimme four eagles for a dollar!" we'd say. But the important thing was I had an ear of corn tied to my belt, which was the style at the time! We didn't have yellow corn, 'cause of the drought. Instead we had this colorful Indian maize....
Oh, say does that Star-Spangled Banner entwine / The myrtle of Venus with Bacchus's vine?
[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?"
Oh, say does that Star-Spangled Banner entwine / The myrtle of Venus with Bacchus's vine?
Here's a classic game absurdity: a huge explosion destroys a tank, but does nothing to the walls and windows nearby. Deformable environments correct this and let you literally change the world. This feature poses a risk to a game's level design because you may be able to get into places the designer didn't expect you to; but it makes the world much more realistic and lets you solve problems in your own way. Possible first use: Magic Carpet, 1994.
X-COM came out in 1993. A key factor in its gameplay was deformable environments. For example, blowing holes in walls with rockets to get a line of fire to shoot aliens. I would have thought it was a popular enough game to have been known by the author.
No ya idiot...FFXI was native for the PS2. Granted it required the harddrive it was sold on and the network adapter.
the cake is a lie
Don't know whether this is relevant, but being a long time vi/vim user myself, I can't get used to the arrow keys. Nethack movement uses vi keys: H for left, J for down, K for up, L for right. In addition to that, we have the diagonals: Y for left-up, U for right-up, B for left-down, N for right-down. By no means intuitive, but once you get used to it, it becomes a hard to break habit.
Stupidity is an equal opportunity striker.
Fellow slashdotter Bill Dog
That sounds fucking awesome.
If you can read this, I forgot to post anonymously.
I use a really weird keyboard and mouse mapping but the main point (that i wanted to post here) is that i don't use the mouse for shooting.. i use a key on the keyboard instead.. it never made sense to me to put the trigger button on something you have to move around all the time.. I mean, just the action of clicking the mouse will move it that little bit, making precise aiming harder?
I usually do better than anyone i know, but i don't know if that has anything to do with it...