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Tudsamfa ,

Im pretty sure the actual, physical Trading card games like MtG and Pokemon gave us all these games with card mechanics in the late 90s/early 2000s.

Culdcept (1997), Baiten Kaitos (2003), Kingdom Hearts - Chain of Memories (2004). Then the card games weren’t as popular for a bit, then the digital ones died out.

And then Blizzard released Hearthstone in 2014. I haven’t played the other ones to know for sure, but I believe Yu-Gi-Oh Master duels crafting system can directly trace it’s roots to it. Trade cards for dust of a specific rarity, dust from 3 can form a new card, Shiny cards give enough dust on their own for any card, etc. .

That_Devil_Girl ,
@That_Devil_Girl@lemmy.ml avatar

Though it was used in a few games before, a Quake tournament and Half Life 1 cemented the use of WASD controls.

teft ,
@teft@lemmy.world avatar

ESDF is the superior keybinding

WhiteHairSuperSaiyan ,

I am glad I am not alone!

teft ,
@teft@lemmy.world avatar

There literally dozens of us!

WhiteHairSuperSaiyan ,

But for real, i struggle to play games with wasd default and now keybind changes. Part of it is as simple as my hand is just used to using esdf and I constantly hit the wrong keys in those games. But the loss of useable keys on my pinky just feels so bad.

GriffinClaw ,

^ This. So much this.

Used to play Warframe pretty religiously with wasd, where shift was part of a key movement combo. After a year or so, developed significant pain in my left pinky.

Shifting to esdf was damn awkward for about 2 weeks. The sheer pinky comfort though.👌

offspec ,

Asdf is just better for general key availability imo

Kolanaki ,
@Kolanaki@yiffit.net avatar

I never understood this for first-person shooters. You can’t walk forward and backward at the same time, so I don’t see why being able to press the forward and backward movement keys at the same time would be useful at all.

Top down games with 8+ directions of movement it’s great, though.

SplashJackson ,

It’s such a pain remapping controls on every. single. new. install.

But it’s worth it. Fuck wasd

makr_alland ,

Spacewar! was a F2P PvP game with no microtransactions and no battle pass. Although it’s hard to quantify exact player numbers (it precedes Steam charts), for a while it was the most played videogame in the world.

Its real-time graphics and multiplayer combat were very influential, and widely copied by many other games.

sneezycat , (edited )
@sneezycat@sopuli.xyz avatar

It also popularized the “mechanic” of online matchmaking through steam for pirated and abandoned games. Thank you Spacewar, very cool.

Edit: the Steam one is a test game for their steamworks system with source code from the original game. The more you know.

MajorHavoc ,

for a while it was the most played videogame in the world.

I see what you did there!

Space War historySpaceWar is the first game to be frequently ported to different computers, back when computers took up a big portiom of the room they sat it, and when “porting” was practically re-coding, from scratch, in Assembler.

Sterile_Technique ,
@Sterile_Technique@lemmy.world avatar

Iirc Halo was the first to use left joystick as forward/backward and left/right strafe; and right joystick as look up/down and pivot left/right.

I even recall articles counting it as a point against the game due to its ‘awkward controls’ …but apparently after a tiny learning curve, the entire community/industry got on board.

acosmichippo , (edited )
@acosmichippo@lemmy.world avatar

I thought goldeneye had that basic controls concept a few years before. and Turok was pretty close before that.

edit: ah forgot n64 only had one joystick. but basically the same with the left d-pad and middle joystick.

chemical_cutthroat ,
@chemical_cutthroat@lemmy.world avatar

I think you are right, but the N64 controls used the C buttons as analog inputs for camera movement.

Chozo ,

If we're talking Goldeneye, I believe the C-button aiming was an alternate control scheme. IIRC, the default controls had the stick control both your forward/backward motion, but also your left/right turning, instead of left/right strafing, so your aim was controlled horizontally by the stick, but vertically was pretty much locked on the horizon at all times. To do fine-tuned aiming, or to aim vertically at all, required holding R to bring up the crosshairs which you could then move with the stick, while standing still.

In hindsight, it's amazing that we ever tolerated that.

faercol ,
@faercol@lemmy.blahaj.zone avatar

You’re correct. In addition you could strafe using left/right C buttons, and you could look up/down using up/down C buttons, but that was awkward and not really designed to aim.

But we also must remember that those games had an auto lock system. Your character would actually target the ennemies by himself, you would only use the crosshair to dona headshot when you have time to aim, or to aim at a specific object in the game.

But yeah, that seems so clunky compared to what we have today

AsakuraMao ,

One of my friends still owns an N64 and wants to play Goldeneye and Perfect Dark sometimes. This control scheme raises my blood pressure so much lol.

Denjin ,

They have options to switch to a more “traditional” control scheme.

chemical_cutthroat ,
@chemical_cutthroat@lemmy.world avatar

I got anxiety just reading your post. Ugh.

catloaf ,

Tank controls.

Metroid Prime used them too, and it worked fine. The game was designed around it, so enemies were either already on your level, or were slow enough to react that you could stop and aim.

The remake has other control schemes, but I don’t use them because I like the one the game was made for.

Denjin ,

Goldeneye scheme was forward and back on the joystick moved forward and back but left and right on the stick turned the camera in that direction. The opposite movements were on the c buttons (strafe left and right and look up and down).

It was incredibly disorientating going from that to Turok which used the strafe on the c buttons and looking on the stick. It’s the same feeling I now get when I try to go back to Goldeneye now that the other orientation has been made universal.

On a side note, the goldeneye controls allowed for a unique way of moving around the map with circle strafing that you can’t really replicate in other games.

ampersandrew ,
@ampersandrew@lemmy.world avatar

If not GoldenEye, then I believe Perfect Dark would let you plug in two controllers for a dual analog control scheme.

Katana314 ,

Goldeneye got it functional, but it was janky. Try playing 4p with the old N64 controllers and you’d sorta struggle to move and aim.

Halo updated the standard with something usable in modern games. I think a few games in that genre also set the expectation that weapons should have no aim penalty while strafing, since console players would use small strafing motions to do light aim correction.

mememuseum , (edited )

The original Medal of Honor for the Playstation 1 had an alternate control scheme that let you move in the modern dual stick manner.

GetOffMyLan ,

escapistmagazine.com/alien-resurrection-playstati…

Alien resurrection was the first and got panned by critics for it

H1jAcK ,

Quake revolutionized fps games

Ape Escape was the first PS1 game to require the dual shock controller

Qwazpoi ,

I’d argue that quake did far more for 3D graphics then it did for FPS. Like Doom is what got FPS into the spotlight even though Wolfenstein 3d came first. Like quake is pretty much what made real 3D possible and doable on the hardware of the time thanks to everything going on under the hood

RootBeerGuy ,
@RootBeerGuy@discuss.tchncs.de avatar

Absolutely, we didn’t even have any special graphics cards at the time for 3D, I believe? I remember that started some time around Quake 2 but I am not sure, I might remember wrong.

H1jAcK ,

That may be what I was thinking of. I actually never played Quake, I just knew it was groundbreaking

dabu ,
@dabu@lemmy.world avatar

First thing that came in to my mind was Gears of War with its specific third person view and hiding behind covers. I don’t think it was the first game with that mechanic but the most influential one

RootBeerGuy , (edited )
@RootBeerGuy@discuss.tchncs.de avatar

Third person view in an FPS (first person shooter) type of game was first seen in the first Lara Croft game, I think?

MagicShel ,

I think you need to be more specific than just “third person”. Third person view was in Pong, Pac-Man, Asteroids, Centipede, etc. It’s the default for most games.

First person was probably introduced with Battle Zone.

Which, I don’t mean to sound pedantic, I just literally don’t really know what you mean here.

RootBeerGuy ,
@RootBeerGuy@discuss.tchncs.de avatar

Then you will need to extend that to the OP of this comment chain as they didn’t specify either what Gears of War is. I am going to edit my comment to clarify but I do feel you are too pendantic for asking this.

MagicShel ,

Thank you. Sorry. Never played that game and didn’t know that was specific to FPS. I know some arcade shooter games had that mechanic, but not in the context of free-roaming FPS. I think you’re right about Tomb Raider.

GeneralEmergency ,

Operation WinBack from 1999 is considered the first third person cover based shooter.

sirico ,
@sirico@feddit.uk avatar

This is true but Gears popularised it

sexual_tomato ,

This game is a broken buggy mess but in a good way

Katana314 ,

The term I refer to is “hiding behind cover” singular - so when I hear “hiding behind covers” I think of the COG seeing locusts, getting scared, and wrapping themselves up in blankets. Lol

PunchingWood ,

Battlefield 1942 always stands out to me as the one that popularized large scale online battles on big maps with vehicles. At the time it was revolutionary in online gaming.

Command & Conquer: Renegade came out around the same time as well, with similar features. I kinda wish that game had a sequel as well.

Another gameplay feature that comes to mind is the exclamation/question mark above NPC characters for quests. I remember it first from WarCraft 3, but I think it really kicked off with World of WarCraft to get adopted by many more games.

gibmiser ,

Was it the first to allow you to look on the map to choose where you respawn, specifically on teammates?

PunchingWood ,

I don’t remember being possible to spawn on teammates in BF1942, but definitely remember it as a first to select spawn points on map like Battlefield always did.

Pea666 ,

Battlefield 2142 had that, don’t know it that was the first one to do that though. Might’ve been BF2.

MossyFeathers ,

I can confirm that you could pick spawn points in BF2 and BF2142.

Katana314 ,

I remember an old BF1942 mod that had spawn selection; I don’t know exactly how far back the feature went, but it was around for a while before BF2.

chiliedogg ,

Battlefield 2 intruduced that one.

smeg ,

Mario 64 definitely paved the way for most of the 3D platformers of the 21st century

Summzashi ,

I’d give that to Tomb Raider but both are exceptional.

Katana314 ,

I don’t think it’s just “being 3D”. Mario 64 put a lot of R&D into particulars of how jumping should work, the camera should work, and what the player’s goals should be. Quite a few games unintentionally copied them, while you could see some games not following their lead early in the 3D days that felt very janky to play. Tomb Raider could arguably be among them with the tank controls, though of course it has its own more niche appeal.

delitomatoes ,

I think Spyro was the first mainstream game to standardise achievements, you could do random stuff in-game and it gave you a little pop up, carried over to Ratchet and Clank and now every game has official achievements

UndercoverUlrikHD ,

I think Spyro was the first mainstream game to standardise achievements, you could do random stuff in-game and it gave you a little pop up

Which one did that?

rekorse ,

I believe the very first one had skill points that unlocked an extended ending and game art.

SplashJackson ,

Mortal Kombat for the Genesis did that though. Every once and a while on good hit, little dude would pop into the corner and call out, “Toasty!!”

Really makes you feel like you achieved something great

UndercoverUlrikHD ,

Just a heads up that I think you replied to the wrong comment in the chain

christov ,

Rogue for the rogue mechanic. Progressing in a game as far as you can until you die, then using some form of enhancement mechanic be harder faster better or stronger to go again.

okamiueru ,

Isn’t it called “rogue-like” because that last part of metaprogress was not in rogue? Maybe I’m confusing it with roguelite.

ampersandrew ,
@ampersandrew@lemmy.world avatar

Be careful; you’re stepping into a holy war. There are some who stick to “the Berlin Interpretation”, where there are far more criteria to what makes a roguelike, and from my perspective, it makes those games so close to Rogue that it’s not worth giving it its own genre, plus this classification came out just before Spelunky ruined it. Colloquially, you’re typically right though. Most will call a game roguelite if your progress gives you upgrades that make the next runs easier, whereas a roguelike may still have unlocks that add more variety or “sidegrades” that are neither better nor worse.

dustyData ,

Funny enough, Rogue doesn’t have a set of permanent enhancement for a wider meta game. In Rogue you start over from scratch always and every time. That’s the difference between a roguelike and a rogue liTe game. Binding of Isaac and Spelunky are roguelike. You die, you start over from scratch. Hades and Slay the spyre are rogue lite. Every run gives permanent enhancements that change the next runs, so each time you start slightly different or progressively better.

Katana314 ,

I’m curious if it’s actually a different one. That’s the biblical “source” but I feel like there was a long gap before the indie scene picked up that theme in droves. I’m now unsure what it was that started that more modern trend.

Iceblade02 ,

Minecraft for the fully breakable/buildable procedural open world.

ampersandrew ,
@ampersandrew@lemmy.world avatar

Minecraft is far more responsible for the survival crafting genre that followed in its wake.

holgersson ,

Minecraft Hunger Games, although a mod, is responsible for the Battle Royal hype aswell.

So Minecraft caused Fortnite twice - once as a survival crafting and building game and then as a Battle Royal retaining some of these elements

ampersandrew ,
@ampersandrew@lemmy.world avatar

What’s the timeline on that mod versus the Battle Royale mod for DayZ? Because as far as I could tell, the DayZ mod is the true progenitor, but DayZ was itself inspired by Minecraft.

holgersson ,

I couldnt find a release history for the Minecraft mod, however according to the following article, it was released about a year before the original PlayerUnknown mod for DayZ / Arma 3.

Warning: Cant decline cookies (at least in EU)

eurogamer.net/before-fortnite-and-pubg-there-was-…

Sethayy ,

It was more a server side plugin than a mod, but that only grew its popularity.

Even randomised loot existed around the map

Butterpaderp ,

Pretty sure the actual hunger games movie had more to do with that

witty_username ,

Which game popularised the now household mechanic of being shut down after a couple of years?

Viking_Hippie ,

Congress.

ampersandrew ,
@ampersandrew@lemmy.world avatar

EverQuest required a subscription fee every month and created a gold rush. The shutdowns come when you don’t find the gold that they did.

illi ,

Weird calling out EQ which os still going and even getting expacs afaik

ampersandrew ,
@ampersandrew@lemmy.world avatar

It is, and I don’t think it’s even the first game to require a subscription fee. It was just so successful at it that everyone wanted that monthly recurring revenue. When it doesn’t work, they’d often rather see the game cease to exist.

plumbercraic ,
@plumbercraic@lemmy.sdf.org avatar

I wonder what the source of the RTS conventions was. Ctrl num for making groups. Double press to centre on group. X for scattering units. A to stop them. Pretty sure these predate C&C but the only one before that I can think of is dune.

sexual_tomato ,

Dune was the second RTS ever though

dustyData ,

Maybe because that one didn’t come from videogames. Selection sets or groups have been a thing on UI for a long time, ever since vertex editor on CAD software.

simple ,

Dark Souls popularized the stamina meter and the “dropping all your money on death and having to go pick it back up” mechanic. Not to mention spawning a subgenre of similar games like Lies of P and Lords of the Fallen

Ageroth ,

The first Dark Souls was 2011. Diablo was released in 1997. World of Warcraft was 2004 and while you didn’t quite drop all your stuff and money you die you did have to run back to your corpse to keep from having all your stuff degrade and cost a bunch of money. The first Sonic was 1991 and getting hit makes you drop all your “money” and have to pick it back up.

Summzashi ,

Mechanic wise the first was Demons Souls in 2009. But your point still stands.

simple ,

It isn’t a question of who did it first, it’s a question of who made it popular. Look at how many games have a death run since DS came out. Hollow Knight, Nioh, Blasphemous, etc. It’s also not the same mechanic as losing your items on death.

Summzashi ,

They did spawn a sub genre, but the stamina meter being popularized is nonsense.

sexual_tomato ,

I had a stamina meter in Morrowind in 2002 and in daggerfall in 1996.

Timecircleline ,

Slay the Spire spawned a ton of deck builder roguelites.

SpraynardKruger ,

Without which we wouldn’t have the only true deck builder roguelite, Rogue Light Deck Builder.

youtu.be/FC0QczcuFX0?feature=shared

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