this post was submitted on 19 Aug 2024
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I was trying to think of which games created certain mechanics that became popular and copied by future games in the industry.

The most famous one that comes to my mind is Assassin’s Creed, with the tower climbing for map information.

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[–] Timecircleline@sh.itjust.works 85 points 2 months ago (1 children)

Slay the Spire spawned a ton of deck builder roguelites.

[–] SpraynardKruger@lemmy.world 22 points 2 months ago

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

https://youtu.be/FC0QczcuFX0?feature=shared

[–] dabu@lemmy.world 70 points 2 months ago (9 children)

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

[–] GeneralEmergency@lemmy.world 16 points 2 months ago (4 children)

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

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[–] PunchingWood@lemmy.world 63 points 2 months ago (13 children)

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.

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[–] fargeol@lemmy.world 63 points 2 months ago

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

[–] Aussiemandeus@aussie.zone 56 points 2 months ago (4 children)

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

[–] ZombiFrancis@sh.itjust.works 12 points 2 months ago

The fact they used Navi to do the targeting really demonstrates how the devs felt they needed to explain the new mechanic and not just use it 'because game.'

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[–] That_Devil_Girl@lemmy.ml 54 points 2 months ago (17 children)

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

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[–] harlatan@feddit.org 52 points 2 months ago (1 children)

Bullet time was popularized in max payne.

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[–] wcSyndrome@lemm.ee 40 points 2 months ago* (last edited 2 months ago)

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

[–] Iceblade02@lemmy.world 37 points 2 months ago (1 children)

Minecraft for the fully breakable/buildable procedural open world.

[–] ampersandrew@lemmy.world 52 points 2 months ago (1 children)

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

[–] holgersson@lemm.ee 28 points 2 months ago (5 children)

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@lemmy.world 12 points 2 months ago (4 children)

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.

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[–] Cornelius_Wangenheim@lemmy.world 34 points 2 months ago (3 children)

The original XCOM is the source of grid based inventories.

Star Control 2 is the first RPG that did the standard dialogue interface where you talk to someone and choose from multiple replies.

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[–] smeg@feddit.uk 33 points 2 months ago (1 children)

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

[–] Summzashi@lemmy.one 16 points 2 months ago (5 children)

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

[–] Katana314@lemmy.world 23 points 2 months ago (1 children)

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.

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[–] delitomatoes@lemm.ee 28 points 2 months ago (8 children)

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

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[–] Peffse@lemmy.world 27 points 2 months ago (9 children)

Batman: Arkham Asylum's free-flowing combo system was copied by many future games.

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[–] djsoren19@yiffit.net 27 points 2 months ago (1 children)

Kinda wild to see nobody mention System Shock, the game that invented audio logs. It may seem quaint in retrospect, but at the time all shooters were in the vein of Doom, and story in a shooter was considered "like story in porn." System Shock was not only the first to communicate the plot and next steps to the player through found audio logs, but it also filled the player in on side stories and provided characterization to the survivors on Citadel station.

The game recently got a remaster, and despite very few gameplay changes, still holds up really well in 2024. You can really see the bones of later games in it, such as story focused shooters like Bioshock or F.E.A.R. and I'd really recommend it to anyone interested in playing a great retro game.

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[–] guiguinofake@sh.itjust.works 25 points 2 months ago (2 children)

CoD and Assassin's Creed popularised selling the same fucking game 20 times

[–] pyre@lemmy.world 15 points 2 months ago* (last edited 2 months ago)

FIFA and other sports games as well

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[–] H1jAcK@lemm.ee 23 points 2 months ago* (last edited 2 months ago) (1 children)

Quake revolutionized fps games

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

[–] Qwazpoi@lemmy.world 21 points 2 months ago (15 children)

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

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[–] Buddahriffic@lemmy.world 21 points 2 months ago (4 children)

For first person shooters (mix of first introduced and popularised):

Doom: started and popularised the genre. Also started and popularised rasterized 3d graphics for gaming (though the game itself was still 2d). Also first fps multiplayer and modding

Quake: various game modes (Deathmatch, capture the flag), as well as being the first true 3d fps. Popularised multiplayer and modding.

Team fortress (quake mod): Different specialist characters.

Goldeneye 64: popularized multilayer console fps, taught character size can be a significant advantage/disadvantage, depending on if you got Oddjob or Jaws.

Half-life: started horror fps genre, (mostly) seemless world

CS: customizable loadouts instead of search for guns each time you spawn, more game modes

UT: AI bots

Perfect dark: secondary fire for weapons

Deus ex: rpg fps

Halo: finally figured out a decent controller control scheme (one stick looks, one moves, button for grenades rather than needing to select grenade from list of guns). First fps I remember vehicles in, too.

Battlefield: large scale multiplayer

Socom: fps game that isn't first person, online console multiplayer

Call of duty: using gun sights to aim

Far cry: open world fps

Doom 3: used lighting (or lack thereof) to bring fps horror to a new level.

Crisis: famous for pushing hardware and people caring more about the benchmark results than the game itself (I tried the second one, it was ok but I didn't really get into it)

Call of duty: zombies (and other alternate game modes), kill steaks, online progression (unlocking guns and attachments as you level, prestige levels)

HL2/portal: brought physics and its involvement in fps games to a new level

TF2: f2p, microtransactions (though not predatory or p2w so the game isn't remembered for this)

Borderlands: loot-based fps rpg

Metro 2033: fps survival

Halo reach: custom maps

Destiny: MMORPG FPS

Overwatch: hero-based, and hero roles (dps, tank, healer)

Pub bg: battle Royale

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[–] witty_username@feddit.nl 20 points 2 months ago (2 children)

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

[–] ampersandrew@lemmy.world 13 points 2 months ago (3 children)

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.

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[–] Sterile_Technique@lemmy.world 16 points 2 months ago* (last edited 2 months ago) (15 children)

Iirc (edit - apparently incorrect) 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.

[–] GetOffMyLan@programming.dev 27 points 2 months ago

https://www.escapistmagazine.com/alien-resurrection-playstation-1-argonaut-games/

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

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[–] 9point6@lemmy.world 16 points 2 months ago (1 children)

The first RTS is an obscure Japanese game called Herzog Zwei,

Westwood studios then made Dune 2 and Command & Conquer which basically polished and popularised the genre for the rest of the world.

Pretty much every RTS that followed took at least some inspiration from how those games worked

[–] RootBeerGuy@discuss.tchncs.de 19 points 2 months ago (3 children)

Warcraft came a year before Command & Conquer and improved on many concepts that Dune II introduced.

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[–] catalyst@lemmy.world 15 points 2 months ago (1 children)

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.

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[–] TheMinions@lemmy.world 15 points 2 months ago* (last edited 2 months ago) (3 children)

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.

[–] Summzashi@lemmy.one 26 points 2 months ago (1 children)

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.

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[–] Stovetop@lemmy.world 17 points 2 months ago

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.

[–] r00ty@kbin.life 14 points 2 months ago (9 children)

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.

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[–] christov@lemmy.world 15 points 2 months ago (5 children)

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.

[–] dustyData@lemmy.world 25 points 2 months ago (4 children)

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.

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[–] okamiueru@lemmy.world 14 points 2 months ago (1 children)

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

[–] ampersandrew@lemmy.world 14 points 2 months ago (1 children)

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.

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[–] frezik@midwest.social 14 points 2 months ago* (last edited 2 months ago) (1 children)

Jurassic Park: Trespasser invented physics engines in fps games as we know it. The game itself was a buggy mess and a financial disaster. The player's health was shown on the main character's boob for some damn reason. However, they did have the basics of a very good physics engine, and Valve took a lot of their ideas and incorporated it into Half Life 2.

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[–] makr_alland@lemmy.world 14 points 2 months ago (3 children)

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.

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[–] pyre@lemmy.world 13 points 2 months ago* (last edited 2 months ago) (1 children)

Gears: cover shooter

Prince of Persia: realistic animations with weight. also popularized a platformer subgenre, which was called cinematic platformer but unfortunately the life of the subgenre was cut short due to the advent of 3d.

Diablo: ARPG genre, and even more so loot rarity system (especially the four tiers common/rare/epic/legendary) and affixes in loot as well.

Half-Life: a lot of good things, sure, as pointed out by other comments, but I will also never forgive valve for popularizing the game not fucking starting for ages.

Rogue and maybe more so Nethack: roguelike mechanics.

some really obvious ones are Tetris: falling block puzzles and Sokoban: pushing block puzzles.

also now pretty much obsolete but Overwatch: loot boxes. they existed before, but Overwatch made them an industry standard.

[–] ChairmanMeow@programming.dev 12 points 2 months ago (1 children)

Wasn't CS/TF2 far more influential in the lootbox department?

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[–] JadenSmith@sh.itjust.works 13 points 2 months ago* (last edited 2 months ago)

Pacman was the first to simulate a real life mechanic, of munching pills, listening to repetitive music, and running from multicoloured ghosts.

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