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This Year's Top Game Design Innovations

Next Generation has one of those end of the year 'top 10' lists we all love so much, with plenty of room for discussion on this one. They claim to have picked out the top 10 game design innovations of 2007. It's hard to argue with elements like Portal's portals or Mass Effect's conversation wheel, but was Metroid Prime 3 on the Wii really as good as a mouse-and-keyboard PC FPS? "When people ask 'How do we make a good shooter on a console' what they really mean is 'how do we make a shooter that feels as quick and responsive as a PC shooter on the console?' Apparently the answer is the Wii mote. I was blown away by this fact. Nintendo had always been the 'family friendly' console to me so I didn't consider the FPS ramifications of the Wiimote but clearly it's the best tool for the job. With some tweaking and some refinement down the line I could see the Wii (or a console with Wii like controls) becoming the platform of choice for hardcore FPSers, even over the PC. If this does become the case it will owe it all to Metroid Prime 3."

32 of 169 comments (clear)

  1. Wii FPS controls by moderatorrater · · Score: 4, Insightful

    The only reason this is controversial is because the wiimote doesn't have good enough aim. It's often off by an inch or more on smaller tv's. This is hard on hard core FPS fans, but for me this isn't a problem. First, between wrestling with the auto-aim feature on a lot of shooters and using two analog sticks to control my movement and aim, I find correcting for the wiimote's bad aim to be easy by comparison. I'd rather have faster, more responsive aim that's off by a consistent amount than have to use a regular controller.

    1. Re:Wii FPS controls by Gravatron · · Score: 3, Informative

      Controlling with the analog sticks in indeed something of an annoyance, but its not a game ender if done right. Autoaim can be just as bad at time. A happy medium between the two often works well though.

      Of course, you could also pull a Sony and just let the developers code for keyboard/mouse support, like they allowed with the ps2 and ps3. It seems alot of developers aren't making use of that functionality for some reason, beyond UT3's use of it. Why? No idea.

    2. Re:Wii FPS controls by G+Fab · · Score: 3, Interesting

      I completely disagree, my friend.

      "was Metroid Prime 3 on the Wii really as good as a mouse-and-keyboard PC FPS?" This is an absurd question. The wiimote is twitchy as all get out. I know a bunch of people love Metroid 3, so I have to acknowledge that, even if I hate it, it's a successful and good product, but man that game is just not that good. I prefer the dual analog sticks, slow as they are, for moving about a 3d world, if I can't have a mouse. Also, the graphics on Metroid just seem pretty weak to me (and yeah, I know a lot of people think they are excellent).

      I guess I may just have weird tastes in this, and more power to Nintendo for the new ideas, but I own Metroid 3 and most other major wii games (well, my kids do), and I really don't like them that much. They are basically obvious motion adaptations of well worn and nostalgic Nintendo greats. That's a solid biz model, but top design innovation? Well, ok, maybe it is, but only because there aren't many real innovations out there. This is like including the powerglove with all NESs. yeah, it's different.

      And is a wiimote better than a sixaxis (granting that Sony gets no innovation points for knocking off the wiimote)? I guess. If you point it at the TV, it aims and twitches, and that's a feature only teh wii has, but is this a good feature or just a unique feature? Games like HVB are showing that the sixaxis can be pretty damn nice in the hands of a competent programmer (so sad that this is one of the best PS3 games, huh?).

    3. Re:Wii FPS controls by edwdig · · Score: 2, Insightful

      I haven't played any pure FPS games on the Wii, only Metroid, but you're not really pointing at what you want to shoot. It works essentially like a mouse - just tilt the controller a little and the view & crosshair moves in the appropriate direction. You really shouldn't even know what the Wiimote is pointing at.

  2. Metroid controls were great by edwdig · · Score: 2, Insightful

    but was Metroid Prime 3 on the Wii really as good as a mouse-and-keyboard PC FPS?

    Metroid Prime 3 hit a weird spot. The first two Prime games certainly featured first person shooting, but didn't play anything like an FPS game. They played like an adventure game with a different camera angle. Prime 3 moved much closer to the FPS realm. If you're an FPS fan, you'll probably like the beginning and end of the game and tolerate the middle. If you're a Metroid fan, you'll probably feel the reverse.

    There's no doubt Wiimote+Nunchuck beats the keyboard part of mouse+keyboard. Precision moving and jumping is far easier with an analog stick than with a keyboard. If like me you rarely play FPS games, the Wiimote is easier to use than a mouse. But my gut feeling is over time, the mouse would be slightly easier to be precise with as it's on a flat surface rather than being held in the air.

    Of course, I play for the adventure, not the shooting, so I just left lock-on turned on, which means for the most part you only had to aim at bosses. If you found a good sitting position where you could rest the Wiimote on your knee and aim from there, you might be able to beat a mouse in precision.

    1. Re:Metroid controls were great by king-manic · · Score: 3, Insightful

      There's no doubt Wiimote+Nunchuck beats the keyboard part of mouse+keyboard. Precision moving and jumping is far easier with an analog stick than with a keyboard. If like me you rarely play FPS games, the Wiimote is easier to use than a mouse. But my gut feeling is over time, the mouse would be slightly easier to be precise with as it's on a flat surface rather than being held in the air. I strenuously reject this statement. The wiimote + nunchuk are on par for some things but a magnitude worse for responsiveness. there is a notable lag between action of the mote and action on screen. partly due to the wi fi partly due to the slowness of the motion sensors. Given a choice I'd go KB+mouse 100% of the time. Metroid 3, Zelda, Rayman et al have not shown any promise that the wiimote will be better then kb + mouse. Wiimote+chuk is better then dual sticks of course. The wiimote and chuk only beats the keyboard and mouse in catagory: more intuitive to learn. Other then that WASD+mouse has it beat in every way.
      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
  3. Wii mote in first person shooters by Lazerf4rt · · Score: 5, Interesting

    There's no way the Wii mote compares to a mouse and keyboard for shooters.

    The only reason it's usable at all in Metroid Prime 3 is because the Z button auto-locks your view onto the target.

    If it wasn't for that feature, the controls would be hopeless.

    1. Re:Wii mote in first person shooters by trdrstv · · Score: 2, Insightful

      There's no way the Wii mote compares to a mouse and keyboard for shooters.

      The only reason it's usable at all in Metroid Prime 3 is because the Z button auto-locks your view onto the target.

      If it wasn't for that feature, the controls would be hopeless.

      On the default "n00b setting", yes it does this. On "Advanced" the Z button locks the camera on a specific target, but gives you free range shooting ability anywhere. This is the way it should be played.

    2. Re:Wii mote in first person shooters by HalAtWork · · Score: 4, Insightful

      You're way off base here. The way I play Metroid 3 is on the most sensitive setting with no lock-on targetting... The only time I ever use the lock-on button at all is because when you hold that button down, it locks your movement into strafe, which makes it simple to walk across straight and narrow areas like tiny bridges or whatever... or if I want to jump a lot but still want to be facing forwards. Even then, when lock-on mode is turned on in this way, you can still move the targetting reticle around to aim at different areas of the screen, all it does is it freezes the screen in the direction it was in when you pressed the button... you still have to aim at what you want to shoot at.

    3. Re:Wii mote in first person shooters by edwdig · · Score: 3, Insightful

      On the default "n00b setting", yes it does this. On "Advanced" the Z button locks the camera on a specific target, but gives you free range shooting ability anywhere. This is the way it should be played.

      Advanced sensitivity + Z lock for me. It's an adventure game, not a shooter. Why make disposing of the wildlife time consuming when the terrain is your real enemy?

    4. Re:Wii mote in first person shooters by IceCreamGuy · · Score: 2, Insightful

      While I've been know to aggressively lash out at close friends for even positing the idea that a controller comes anywhere close to the accuracy and functionality of a mouse and keyboard, I have to disagree with you here. First off, who the hell plays that game with Z-lock on? It's like playing OoT with Z-Lock on; sure if you've never played a video game before it can be helpful, but it's more satisfying to actually become skilled at something like that; which brings me to my main point; when you become very familiar with the Wiimote-controls for Metroid Prime, the potential is greater than a mouse. I play Half-life through once a month on hard using only the pistol until I get to the giant testicle boss, I play CS, I play Unreal... I'm not some jackass who doesn't love his mouse, but to completely dismiss the Wiimote's potential like that just seems to me to be a little flippant.

    5. Re:Wii mote in first person shooters by IceCreamGuy · · Score: 2, Interesting

      I guess we'll have to just agree to disagree; I find that the shooting in Metroid, once you get used to it, becomes second nature, and it's a lot more satisfying for me to add that extra level of interactivity in the game. I certainly don't feel it takes away from the adventure aspect, just adds another layer to it with a little patience. As far as OoT is concerned, to me and every other Zelda fan I know, the Z-lock inhibits advanced gameplay by creating an extra mechanical action while targeting; with it on you have to hit the button three times to change targets. It's good for beginners because it helps them stay on a target until it's defeated, however when you need to quickly switch between targets or position the camera during combat, it is extremely prohibitive. On a different note, another reason I think the Metroid controls trump at least other FPSs on consoles is the simple fact that you can aim while doing other actions. I was so damn pissed when I realized while playing HL2 on the 360 that I had to move my finger off the stick just to jump or duck, and then it occurred to me that you can't jump, duck and aim all at once in any FPS on a console, and they're simply designed from the ground up to work around this. I think that sucks balls, but Metroid Prime: Corruption changed that and I hope other developers learn from it. Sorry if I sounded like a jerk before, the GP just got me (a Nintendo fanboi) a little fired up by bashing Metroid.

  4. Wii Controls are already better than PC. by trdrstv · · Score: 4, Interesting

    The only reason this is controversial is because the wiimote doesn't have good enough aim. It's often off by an inch or more on smaller tv's. This is hard on hard core FPS fans, but for me this isn't a problem. First, between wrestling with the auto-aim feature on a lot of shooters and using two analog sticks to control my movement and aim, I find correcting for the wiimote's bad aim to be easy by comparison. I'd rather have faster, more responsive aim that's off by a consistent amount than have to use a regular controller.

    I didn't have that issue with a big screen. I wonder where that line really diverges, is it bad on say 19" TV, but Sweet at 42"+ ? Dunno. It was pretty easy for me to pick off people in the distance on my projector and I have a 92" screen on that.

    I know I'll get flamed to hell for this, but unlike the article I think the Wii Controls are already better than the PC's (and there is still room for improvement*). The Advanced sensitivity on Metroid Prime 3 is "Nearly, but not quite as sensitive as a mouse", but for what little sensitivity is lost, the Analog on the Nunchuck kicks the shit out of WASD, and there is simply nothing that can compare on the PC with the visceral immersion of the Grapple gun.

    Using your left arm to throw a grapple on you're opponent's shield, then jerking your arm back to pull the shield out of their hand so you can blast them with your arm cannon is something you can't get elsewhere. Add that with full analog movement, and you have an experience that not only rivals, but betters the competition.

    *Games are already improving on the design, play Medal of Honor Heroes 2 and customize your aim sensitivity to achieve mouse level precision if you like.

    1. Re:Wii Controls are already better than PC. by trdrstv · · Score: 3, Interesting

      *Games are already improving on the design, play Medal of Honor Heroes 2 and customize your aim sensitivity to achieve mouse level precision if you like.

      almost every PC shooter allow you to customize your mouse sensitivity, from Quake to Counter Strike... Dont know what PC gamers would ever do without that. But Medal of Honor did innovate upon the shooting scheme but allowing you to manually look over covers at the direction you want.

      Sorry if I was unclear. I was not commenting on customization as an innovation in this particular game, rather I was commenting on how MoH Heroes 2 (with its' customization options) can actually reach mouse levels of sensitivity on the Wii, and how that was an improvement on the Metroid Prime 3's (Still wonderful) controls.

      Thanks.

    2. Re:Wii Controls are already better than PC. by grumbel · · Score: 4, Funny

      By that definition an aim-bot is by far the best controller you can get.

    3. Re:Wii Controls are already better than PC. by vux984 · · Score: 5, Insightful

      but if it doesn't make you a better player it's crap

      Except that the controller doesn't exist separately from the game, and games are designed around controllers.

      Consider how you move, jump, and climb, in an FPS with wasd? Its all *automated*! You run to a ladder and push forward and your avatar slings his gun and climb upwards. The designer removed all sorts of things from having to individually move your feet and arms and coordinate those actions, to having to sling your gun.

      The holodeck sim has let the designer put all that stuff back in, and made the experience more immersive. So now if you pit a holodeck player against a keyboard and mouse player, but forced the keyboard and mouse player to individually move hands, feet, fingers, torso, etc, they'd be almost unable to move.

      So, the keyboard and mouse is only a "better" controller if the game **compensates for the controller** and automates moving, running, climbing, etc.

      But its a pretty arbitrary place to set the automation. And its set there because it creates 'reasonably easy control while allowing for reasonably challenging play', and that's a game design choice. Some games make you push a key to climb, some make you put your gun away, some games have auto-run, some games simulate fatique and have it affect your reticule size etc...

      The keyboard/mouse could have even more automation, and do auto-aiming, auto-headshot, and auto-jump, auto-run (oh wait... autorun is already an option on most titles, and auto-aim is pretty common too...) that would make the game even easier to win than it already is; would that make it a 'better control scheme'? Does it make you a "better player"?

      Alternatively if the keyboard mouse scheme did LESS compensation then the holodeck guy would suddenly start winning. If the keyboard mouse scheme does NO compensation, and you had to use the keyboard/mouse to articulate all your limbs then the only way you'd beat the holdeck player is if he laughed himself to death watching you try to aim your gun at him.

      The point is that the 'controller' isn't just the hardware, its the software that interprets the controls, and the software part is pretty arbitrary. If a console player has dual analog sticks but the game auto-aims while the keyboard/mouse player has to cope with a reticule that floats around trailing the cursor instead of being the cursor... would keyboard/mouse still be superior?

    4. Re:Wii Controls are already better than PC. by buffer-overflowed · · Score: 2, Interesting

      I would rather have the interface that doesn't have to compensate for it's failings. In the holodeck example, I'd rather be on the holodeck than using a keyboard + mouse. If the design/control scheme has to compensate for a lack of immersion/precision within the controls, it's an inferior interface.

      Because to compensate, it has to interfere and take away control. I'd rather have the control than not. I don't want what's stopping me from headshotting enemy A to be the controls/interface, I'd rather it be my own skill. This is why a holodeck would be superior to KB+Mouse and why KB+Mouse is superior to dual analog and why the Wiimote is superior to dual analog.

      At present, consoles are inferior in that respect for a number of genres, barring, maybe, the Wii. Auto-aim and various other compensation methods are the Clippys of the gameplay world. They help you make due with a subpar interface.

      --
      The key to the enjoyment of pop music is to replace any instance of "love" with "C.H.U.D."
  5. What I really wonder by Moraelin · · Score: 4, Insightful

    You know, some time in 2003 or 2004, I was talking to a gamer coleague about FPS on consoles, and bitching about how much it sucks with twin sticks compared to a good keyboard and mouse. And from there it went into the all time nerd favourite, singlehandedly solving all the world's problems, like Picard. In this case, well, how would _you_ make a console controller that works well in FPS.

    So what we came up with was: a trackball. No, really.

    Think a standard console controller. Say, a Dual Shock, because everyone knows it. But it's the same principle for an XBox pad, Dreamcast pad, Gamecube pad, whatever, really.

    Now think replacing the right stick with a small, thumb-operated trackball.

    Think about it. A trackball has much the same advantages a mouse has, because it _is_ a mouse turned upside down. You can turn around 180 degrees at the flick of the thumb, and stop on exact pixel you want to. The problem of joystick vs mouse is really that moving with a joystick can be very fast or very accurate, but not both at the same time. A mouse lets you do both. So does a trackball.

    So, really, why doesn't anyone do just that?

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:What I really wonder by ucblockhead · · Score: 2, Interesting

      Years ago, I used a trackball extensively instead of a mouse. I liked it...preferred it even. But I had to give it up because it gave me serious RSI troubles in my thumb.

      --
      The cake is a pie
    2. Re:What I really wonder by hidannik · · Score: 3, Interesting

      There are other solutions - including ones that keep the current twin-stick controller setup.

      I've written a fairly extensive article on this at my blog: http://hansonvideogaming.blogspot.com/2006/10/levelling-playing-field-mice-and.html

      In short, if the graph of rotational speed vs stick deflection looked like a U instead of the more common V, twin-stick players could get both the precision and speed that a mouse provides.

      Anyone who's played a shooter on a laptop using the "eraser" pointer stick and with mouse acceleration on will have an idea what I'm referring to. I played through Half-Life that way and preferred it to a regular mouse.

      Hans

    3. Re:What I really wonder by hidannik · · Score: 2, Informative

      I think this is what you're thinking of:

      http://www.bodielobus.com/

      Hans

  6. I'm a believer... by TheGreatGraySkwid · · Score: 2, Insightful

    I've played several FPS games using the dual-analog scheme consoles have relied on to this point, and it always destroyed the immersive effect that is the FPS game's chief advantage. No matter how good you get with the sticks, the resultant motions on-screen are always jerky and mechanical. Robotic. It's a grating difference from the much more organic WASD + mouse scheme.

    Metroid Prime 3: Corruption is the closest to that organic movement I've experienced. It's still not perfect; the aim is a smidge twitchy, and it would be nice to be able to spin a bit more quickly. Those faults aside, it's deeply intuitive. No, it's not light-gun aiming, but neither is any other successful FPS scheme (rail shooters are the only games I've seen with light-gun aiming), so I don't know why anyone who's an FPS fan would complain about that. As I said, the slight jumpiness of the aiming means sniping isn't really do-able, but relative aiming is what anyone who has used a mouse control system is used to. Just hold the Wiimote at your side, where you're not tempted to look down the barrel, and let your wrist do the work...you'll adapt to it in an instant.

    And yes, using the motion control for the grapple and combination locks and the like is *very* satisfying. Really, I highly recommend any FPS gamers out there to give this game a look. I think you'll like what you see.

    --
    The Humblest Mollusk on the Net
  7. Super Mario Galaxy - Individual planetary gravity by lpangelrob · · Score: 4, Insightful

    Super Mario Galaxy might be one of the few games I play again from start to finish. :-D

    Video games have played with gravity in the past, but applying the concept of planetary gravity (with slightly non-realistic physics, but when you're orbiting around an ice cream cone, does it really matter?) to a 3-D platformer was the best idea I've ever played.

    At some point I'm going to find the smallest, most isolated planet I can find and try to see how many times I can orbit it with a long jump.

    That they did this without making me nauseous also deserves some sort of award. I seriously wonder how they did it.

  8. Re:Wuh? by rkanodia · · Score: 2, Informative

    Ignore 'off by an inch' comments. These are people trying to sight down the 'barrel' of the wiimote as though it were a light gun.

  9. Re:Super Mario Galaxy - Individual planetary gravi by oneplus999 · · Score: 2, Informative

    i had the same idea, but only found 1 decent place for it: go to the 'Deep Dark Galaxy' in the garden. in the middle of the starting beach there is a cannon that shoots you to a planet with a firepower flower. instead of shooting there, aim at the green planet on the right. there is a screw that you unspin, and the planet will begin to shrink. if you do a few long jumps, eventually the planet will shrink enough that it sends you into orbit! that is until the planet disappears, and there is no more gravity - then you get sucked over to the brown planet that you were supposed to go to in the first place.

  10. Re:conversation wheel? by Jonathan_S · · Score: 2, Interesting

    Hmm, that's unfortunate. What's so great about having less precision? And they present it like somehow reading dialog is a bad thing. IMO, the more dialog the better. And since I can read faster than I can listen, I'd rather have it all printed anyway
    I'm not sure you really have less precision. How many dialog trees offer more than 6 options anyway?

    And I can see your point about reading faster than listening, that's the case for me as well. On the other hand, for selecting my side of the dialog it does break the flow to read 4 to 6 full sentence (or multi-sentence) choices that are totally different from one another. I can see where it could flow faster to just pick in essence from: I agree, I disagree, I'm skeptical, etc. Once you do that you still get the your full sentence expressed, you simple don't see the full text of all the unchosen options.
    The more interesting bits of the dialog are the NPC responses, since they include new information, and those are still fully intact (although spoken, which does slow down delivery).

    And from the little I've seen watching my friends play Mass Effect, there is still plenty of pure written material outside the dialog mechanism.
  11. Re:Wii Sensor Bar tips. by trdrstv · · Score: 3, Informative

    Thanks for the advice. The coffee table is a possibility since it has a shiny finish (it's not glass or mirrored though).
    Make sure where ever you have the sensor bar it is at the very edge of whatever it sits. Set it flush with the face of the TV (if on top) or the front of the entertainment center (if on bottom). I had instances where the sensor bar would be obscured by the angle of the entertainment center (If I rested the controller in my lap), and the pointer went crazy until I brought the Wiimote higher so it could get a clean view of it.

    Any infrared light source near the TV (or IRsensor on the Wiimote) could be disruptive. Lamps, Candles, and especially the Sun. The WiiMote uses the the sensor bar to triangulate position based on 2 steady points (provided by the sensor bar). If multiple sources are competing with the signal then it will confuse the Wiimote causing jitter. The Sun is the worse as it can blanket the Wiimote sensor with IR light making it impossible to detect the 2 points of the sensor bar among all the noise. So as an experiment you may want to close the curtains, blow out the candles, and turn off any lamps that may be near the TV to see if they are adding interference.

    Another issue is distance, if you have a rectangular living room you may have issues with the Nintendo Stock sensor bar after 10 feet or so. (or if you are too close IE: less than 3 feet from it will cause issues)

    I hope that helps.

  12. Re:Why does the gaming press hate the mouse? by edwdig · · Score: 2, Insightful

    Two issues:

    1) A keyboard is strictly digital buttons. It's no where near as precise as an analog stick for movement.

    2) Ease of access. You have plenty of keys, but a giant grid of keys isn't nearly as easy to use as something you wrap your hand around that has buttons placed so that they can be easily reached without confusion. Keyboard keys require more force and press down further than controller buttons, making them not as fast to hit. When you're trying to use 26 keys with one hand, it's easy for your hand to get lost on the keyboard, requiring you to either look down or take the time to reorient yourself.

    The only advantage a keyboard provides is that it has a lot of buttons, which just isn't necessary for the vast majority of games.

  13. Innovation by DaveCBio · · Score: 2, Insightful

    People always prattle on about innovation, but in my world everything takes a back seat to fun. I don't care how "ground breaking" a game is, the big question is whether or not it's fun. So, if you want to talk about changing gaming and doing something new and different go for it, but just remember, it's still a game.

  14. Re:I'm a believer... by grumbel · · Score: 2, Insightful

    ### the resultant motions on-screen are always jerky and mechanical. Robotic

    Kind of like real soldiers, so I don't consider that a loss. Almost all FPS are utterly ridiculous in modeling a human being. They model a cylinder with a bit of wobble and a gun, thats it. No legs or stuff that actually matters a lot in actual movement. What WASD+mouse has going for it is that it doesn't have restrictions, you can turn as fast as you want, you are not limited by the game, only by your mouse skills. Which might be interesting for eSports, but for immersion I find it quite awful, since well, reality simply doesn't work that way and even SuperMario doesn't allow you to turn around on the stop, yet most FPS do.

  15. Re:I'm a believer... by Rowan_u · · Score: 2, Interesting

    Sorry to be a naysayer, but you're completely wrong here. I've played and loved console and PC FPS games from Quake and Goldeneye to Crysis and Halo 3. The game that finally swapped me was Bioshock. Played it first on the 360, then over to the PC. It's not the console games that are twitchy, it's that damn WASD walking on the pc. In Bioshock on the pc, you are ether standing still or running. You'll literally miss half the game if you play it on the PC, with so many environments that must be strolled through to be enjoyed. Same thing with the aiming, sure you're going to be less accurate on a stick. Much less accurate actually. However, try and do a smooth pan using a mouse . . . impossible. Herky Jerky award goes to the pc again. Both reasons why I went out and bought a 360 wireless adapter for my PC to enjoy the superior graphics of a pc (projected up onto a ten foot wide 720p screen) combined with the superior controls . . . of a console.

    Written much more about this below on my blog.
    http://www.jakepcw.com/muyuubyou/?p=578

    --
    only one everything
  16. Re:Unimpressed by grumbel · · Score: 2, Insightful

    ### Bioware usually does that kind of stuff with conversations

    I haven't played Mass Effect, but I did play KOTOR and Jade Empire and the dialog system in Mass Effect looks quite a bit different. For one thing KOTOR and Jade Empire are awfully black&white, you can do good thing and bad things, but basically never anything in the gray area, which makes all the dialogs feel very forced and unrealistic. Also your hero never talks in either game, other then indirectly through your dialog choices, which isn't exactly a good thing for cinematic feel. From what I have heard Mass Effect has far more gray-area choices and your choices are topic/thought based, instead of being exactly what comes out of your heroes mouth, also your hero talks in the game, making the dialog feel much more alive.

    All that said, its still nothing really new. It might be new for Bioware game, but realtime dialog was already done in Fahrenheit/IndigoProphecy some years ago (in general one of the innovativest games I have played in a long while), Dreamfall also had something similar, but without the realtime component. And looking back at older adventures one will also find quite a few that aren't based on strict dialog trees.

    ### but usually just with a single spherical world, not several you can jump between.

    Psychonauts had tons of individual gravity and some MegaMan games had inverse gravity in some areas. But I haven't played SMG, so I can't really comment on it.

    Overall innovation these days seems to be more a thing of "hasn't been done that often", "hasn't been done in a while", instead of a "has never been done before". But then with 30+ years of gaming, that is to be expected. Still a little sad that most games just copy last years block buster instead of copying a bit more creatively from other games in video game history.