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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

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

over_clox ,

How about the flowing hair on Lara Croft in Tomb Raider 2 and later?

From my understanding, they wanted to have that working for TR1 but missed the deadline, so Lara got a static hair bun in TR1.

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

SatansMaggotyCumFart ,

Skyrim for the horse armor dlc.

stealth_cookies ,

That was Oblivion believe it or not. Ahh, the good ol’ days where everyone got up in arms over even cosmetic DLC.

SatansMaggotyCumFart ,

My mistake you’re totally right there!

chiliedogg ,

I remember them having a sale on Oblivion DLC one time where the rest of the DLC was half-off, but the horse armor was double.

Oblivion was weird on DLC. Knights of the Nine was pretty good, and Shivering Isles was amazing. But they also had bullshit stuff like Horse Armour.

Aussiemandeus ,
@Aussiemandeus@aussie.zone avatar

Ocarina of time, 3d, lock on, one enemy attacks at a time. So much of modern gaming pulled from ocarina of time

wcSyndrome , (edited )

Maybe cheating a bit but there are several genres of games that are named after the games that popularized their mechanics such as roguelike/roguelite, souls-like, metroidvania

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.

breadguyyy ,

dark souls

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.

RightHandOfIkaros ,

Metroid, which spawned more than half of all indie games.

cyberpunk007 ,

More than half seems bold, otherwise I agree

RightHandOfIkaros ,

It sure feels like more than half of them label themselves as some blend of metroidvania, as long as it isnt a cardbattler or a roguelike, its 100% going to label itself a metroidvania.

cyberpunk007 ,

I guess I just look at it as you’re saying FPS, MMO, RPG, RTS, etc are less than half.

cyberpunk007 ,

Souls games. Popularized invasions.

rustydrd ,
@rustydrd@sh.itjust.works avatar

Perfect example that “popularized” is different from “popular”.

Lemminary ,

The Sims for the scrub-the-toilet mechanic.

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.

Anticorp ,

Warcraft started an entire genre of games. Blizzard took that concept and created StarCraft, which spawned million dollar tournaments.

Pea666 ,

You mean RTS games? Warcraft is from ‘94, two years after Dune 2 was released.

rimjob_rainer ,

I think he means Mobas or Tower Defense games

RootBeerGuy ,
@RootBeerGuy@discuss.tchncs.de avatar

Yeah, however before Warcraft there was Dune II. But I am not sure which one was more popular at the time and I think Dune II came way before Warcraft.

I think why Dune II is more notable though is that the first Dune game was more of an adventure style came, not a strategy game. Then they changed the game with its successor and introduced the asymmetrical factions that each had a few unique units with differing strategies.

Warcraft took that concept further of course. But even there its rather Warcraft II that really had a big breakthrough.

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