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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

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

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

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.👌

WhiteHairSuperSaiyan ,

I wish I could upvote twice. It just allows so much more customization, that allows much more comfortable hand positions. I often with disable my caps lock and use A and caps lock as run and crouch.

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.

offspec ,

It’s not about being able to push both movement buttons at the same time, it’s about being able to push more buttons in general. For hero shooters, mobas, MMOs, and other games with lots of inputs spreading out your reachable keys is really good.

Takumidesh ,

Esdf requires more dexterity and is generally less accessible.

I’m an idiot and misunderstood which key bind was being talked about

SplashJackson ,

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

But it’s worth it. Fuck wasd

nokturne213 ,

I remember using wsad on an ascii graphics game I played back in 85 or so. I think it was called dungeons and dragons, but was not made by tsr. Learn, hack, and Moria were all similar games but I did not play those until later.

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.

Okami_No_Rei ,
@Okami_No_Rei@lemmy.world avatar

Hades, yes. That’s a premier Roguelite with meaningful meta progression.

Slay the Spire is fuzzy on that point. I would not recommend it to someone looking for a Roguelite. It straddles the line in that it has very limited meta progression which is quickly exhausted and basically works as a tutorial. Once you’ve maxed out the card unlocks for each character it plays with the same feel as a Roguelike game. It’s still not a pure a Roguelike since the starting boon choice and the card swap event allow some minor meta-influence between runs, but there’s no more meta-progression.

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.

Okami_No_Rei ,
@Okami_No_Rei@lemmy.world avatar

Rogue was the originator, but NetHack and ADOM did more to popularize Roguelikes than Rogue itself ever managed. NetHack was the first one I ever heard of, and it’s the only reason I know Rogue existed in the first place.

False ,

Inter-run progression was not in Rogue and is a modern concept. And arguably anti-roguelike

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. .

nokturne213 ,

I really thought hearthstone came out much easier than 2014.

ICastFist ,
@ICastFist@programming.dev avatar

Street Fighter 2 popularized and pretty much set to stone what a tournament fighter game should be. Mortal Kombat came first, but its single-player progression was this weird “tower” with some gimmick fights thrown in, like you vs 2.

Thinking about it, I’d say Mortal Kombat popularized the “REALLY fucking cheap sub boss/final boss” that many other fighting games have (looking at you, SNK) - I mean, good luck getting close to Goro in the first place.

I wonder which korean mmo could be considered as the one that de facto popularized pay-to-win as an integral mechanic.

Diablo hands down popularized not only the action RPG genre, but also having enemies as loot mystery boxes. One lucky kill and you could get your hands on a really great piece of equipment. The amount of clones speaks for itself.

I think Gran Turismo popularized the “carreer mode” of racing games.

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