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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."

9 of 156 comments (clear)

  1. some that come to mind by joeflies · · Score: 3, Insightful

    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.

  2. Re:Eve by QuantumG · · Score: 3, Interesting

    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.
  3. Complaining about choices by EvanED · · 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?

    1. Re:Complaining about choices by CaptainCarrot · · Score: 3, 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.

      --
      And the brethren went away edified.
  4. ESDF WASD by Chris+Pimlott · · Score: 4, Interesting

    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.

  5. #11, #16, #44, #46 by CaptainCarrot · · Score: 5, Informative

    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.
  6. Re:Eve by Blakey+Rat · · Score: 3, Insightful

    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.)

  7. Re:Eve by Silverlancer · · Score: 3, Informative

    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.

  8. Re:Eve by QuantumG · · Score: 3, Insightful

    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.