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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. .

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.

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

fargeol ,

Donkey Kong (1981) popularized having different levels in a game to progress a storyline. Until then, you would have the same level over and over with increasing difficulty

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

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

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.

catalyst ,
@catalyst@lemmy.world avatar

I don’t know what game first came up with it, but Super Mario RPG was the first time I saw timed hits for attack and defense in a JRPG. While the mechanic isn’t exactly ubiquitous it has popped up in a handful of other games over the years and it always reminds me of that game.

Summzashi ,

I feel like Call of Duty 4 modernized and standardized the FPS genre on at least consoles. Every call of duty game still looks and feels exactly the same since CoD4 and every other first person shooter copied it’s control scheme because it was so firmly cemented.

harlatan ,

Bullet time was popularized in max payne.

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.

TheMinions ,

Assassin’s Creed and the Open World Gameplay design. It definitely existed before then, but after AC came out, it felt like every RPG switched to the open world map.

r00ty Admin ,
r00ty avatar

There have been "open world" games since the 1980s. Just of course, memory limited how big that world could be, and how much you could do in it. The genre as a whole is ancient.

TheMinions ,

For sure. AC just popularized it.

Ageroth ,

The first ones I can think of is legend of Zelda and final fantasy, but I think there was also Adventure for the Atari before those even. The first Assassin’s Creed was 2007, Adventure was 1980

smeg ,

Which Zelda games were open world (before BotW)? I’ve always found them annoyingly linear.

subignition ,
@subignition@fedia.io avatar

The original Legend of Zelda. You had a large open overworld to explore, and IIRC could do many of the dungeons in any order.

smeg ,

That’s cool, I haven’t played any of the 2D ones (as you’ve probably guessed!), are they worth playing now for someone with no nostalgia goggles?

MindlessZ ,

I would say the original Zelda isn’t, but link to the past definitely holds up. Honestly most of the 2d Zelda’s from link to the past onwards are good

subignition ,
@subignition@fedia.io avatar

It hasn't aged too badly, but it's from an era where you were not necessarily expected to figure everything out on your own -- talking about it with IRL friends or reading tips and tricks in a magazine (or on the early Internet/Usenet) were pretty normal. I would say give it a try but don't be hesitant to look for a guide if you get stuck or lost.

prettybunnys ,

Which Zelda game WASNT open world???

Summzashi ,

I feel like GTA planted that seed waaayy before that. I remember open world games being followed by “like GTA”. Assassin’s Creed was no exception.

TheMinions ,

Valid point. I forgot about GTA since that was one of the few banned games in my household.

Stovetop ,

I feel like Elder Scrolls was the model being followed for open world RPGs. Assassin’s Creed didn’t even have RPG mechanics until the later games.

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

sirico ,
@sirico@feddit.uk avatar

Arma 2-3 have been responsible for at least 3 major multiplayer genres.

rustyfish ,
@rustyfish@lemmy.world avatar

Don’t know if this counts, but Resident Evil 4 killed off the tank controls and single-handedly popularised third person cameras for survival horror games.

ampersandrew ,
@ampersandrew@lemmy.world avatar

Resident Evil 4 still had tank controls, but it moved the camera behind the back. Unlike dual analog third person shooters at the time, it did have one major innovation: it moved the character to the left side of the screen so you could more easily see what’s in front of you.

catloaf ,

I think Halo was what popularized the twin stick controls.

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