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Linktank, do gaming w Weekly “What are you playing” Thread || Week of August 18th

I picked Satisfactory back up because I keep getting part way in and losing focus. Just unlocked tiers 5 and 6! In the process of setting up hypertubes to my major locations.

Poopfeast420,
@Poopfeast420@discuss.tchncs.de avatar

Maybe a bad time to pick up the game again, since 1.0 is releasing next month, along with the story/campaign, so you might just get to do it all over again!

Linktank,

Yeah I’m about to the spot where I normally get stuck right now. So I probably won’t make much progress in that amount of time anyway. I guess we’ll see!

delitomatoes, do games w What games popularized certain mechanics?

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,
@UndercoverUlrikHD@programming.dev avatar

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.

ICastFist,
@ICastFist@programming.dev avatar

Not the first one on the PSX, that’s for sure. Also, getting some extra stuff for 100% a game wasn’t new by the time of Spyro, both Donkey Kong Country and Crash Bandicoot already did that

Okami_No_Rei,
@Okami_No_Rei@lemmy.world avatar

This. They were indeed called Skill Points, and Insomniac loved to tie cheats and bonus material to completing them. I played the shit out of Spyro and Ratchet and Clank back in the day.

VindictiveJudge,
@VindictiveJudge@lemmy.world avatar

Actually introduced in Ripto’s Rage. The Reignited version backported them to the first game, though.

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,
@UndercoverUlrikHD@programming.dev avatar

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

SplashJackson,

Some like heads up but I far prefer butts up

SatansMaggotyCumFart, do games w What games popularized certain mechanics?

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!

TAG,
@TAG@lemmy.world avatar

I thought that the uproar about horse armor was that it was the first pay-to-win DLC. The armor was not just cosmetic but actually provided a stat boost to your horse. The accusation was that the developers had made it too easy for enemies to kill your horse and decided to patch the game to fix it but made players pay for the patch.

Jakeroxs,

Lol you’re correct it did increase the health pool, but what I remembered most was the cosmetic aspect, I was young tho

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.

sushibowl,

It was the beginning of the end, because they saw how much money they made on the horse armour vs how much effort it took to make it. It was actually generally criticized at the time, but it also sold really well.

Brosplosion, do gaming w best GBA games? I need recommendations

Might sound odd, but I loved Dark Arena. Basically a Quake-esque FPS but for the GBA.

9point6, do games w What games popularized certain mechanics?

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,
@RootBeerGuy@discuss.tchncs.de avatar

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

9point6,

Yeah, you’re right to highlight warcraft although I don’t think it’s a clean line with Warcraft between dune 2 and c&c. C&C was probably around 2 years into development by the time Warcraft came out, and my assumption is most of the actual game design was pretty finalised by that point. Though I’m sure some minor influences made their way in, I don’t think Warcraft massively affected the kind of game we got in the end.

But yeah that’s not to diminish the contribution of warcraft to the genre, there’s loads of games that followed copying the Warcraft style of RTS, even as part of the c&c series in the end with Generals.

pixeltree,
@pixeltree@lemmy.blahaj.zone avatar

Towards the end of the decade Total Annihilation would be released and it’s modern day fan made remake, Beyond All Reason, is really good. Sad there’s no campaign though, I really loved the TA campaign

djsoren19,

gonna be real, WC1 was not a huge title at the time. I think a lot of people look back, rightly, at WC3 being one of the greatest RTS of all time and then think the whole series was lauded at release, but Warcraft: Orcs and Humans was just okay.

djsoren19, do games w What games popularized certain mechanics?

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.

VindictiveJudge,
@VindictiveJudge@lemmy.world avatar

They also said popularized, though. System Shock never really got beyond cult classic status, so while it invented them, I’d say BioShock popularized them.

SloppilyFloss, do gaming w best GBA games? I need recommendations
@SloppilyFloss@lemmy.ml avatar

Yoshi’s Island!

Ugurcan, do games w What games popularized certain mechanics?

Minecraft singlehandedly created a genre called “Survival”.

I think most of the games around 2005’s Indie Game Boom created lots of brilliant mechanics that’s been copied still.

Soggy,

Single-handedly? Nah. It pulled a lot of existing ideas together though, and it’s certainly responsible for the popularity. Another Minecraft influence is early-access.

Sterile_Technique, (edited ) do games w What games popularized certain mechanics?
@Sterile_Technique@lemmy.world avatar

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.

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,
@Chozo@fedia.io avatar

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.

tigeruppercut,

Tbf it was always gonna be hard to make good fps controls on the N64 controller. The movement itself was fine once you got used to it (including strafing etc), but the real sticking point as you mentioned is the shoulder button aiming. It pretty much forced you to stop dead to aim accurately. So you really had to pick your time to hold position and take a few shots before running again.

I still had a lot of fun with it despite knowing there were better options out there with mouse and keyboard (although come to think of it when I was first playing wolfenstein and Doom I think I played with keyboard only back then).

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.

LordTrychon,

Goldeneye did allow this. Crazy. Hard to use other buttons though.

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

kratoz29, do games w What games popularized certain mechanics?
@kratoz29@lemm.ee avatar

Please people, help me out with this, which game popularized any modern game to be a huge ass open world action RPG?

My best bet is that it is The Witcher 3’s fault.

PunchingWood,

First thing that came to mind are the Dragon Age games before, at least Inquisition was sort of action RPG.

Before that in a lesser extent the Assassin’s Creed games, although they were more action than RPG.

That said, I greatly enjoyed all these games, including Witcher 3.

tfw_no_toiletpaper,

Probably any Bethesda game

Cornelius_Wangenheim,

GTA3 is the one that started the trend.

kratoz29,
@kratoz29@lemm.ee avatar

Hmm, it lacked the RPG part though… GTA San Andreas on the other hand 😀

Cornelius_Wangenheim,

I wouldn’t call most of the modern ones real RPGs either.

MalReynolds,
@MalReynolds@slrpnk.net avatar

Been around since at least early Final Fantasy / Chrono Trigger SNES era (for some values of action). Maybe Atari ‘Adventure’.

Buddahriffic,

Could even say it goes back to the Zelda games on NES. Metroidvania games might also count. Those games all have the “you might progress in any available direction” mechanic, which IMO is the core of the open world mechanic.

There’s also some games like Star tropics where the whole world was open (as in you could return to previous locations) but progress was more linear.

Would super Mario world count as open world? Not as old as the NES ones I mentioned, but I’m curious. Or say if you could go back to previous worlds in SMB3, would that be open world?

XTL,

en.wikipedia.org/wiki/Hunter_(video_game)

en.wikipedia.org/wiki/Elite_(video_game)

en.wikipedia.org/wiki/Angband_(video_game)

Depends on how you constrain that idea. Open worlds were a very early idea, but old computers were somewhat capacity limited in how much content you could have.

r00ty,
@r00ty@kbin.life avatar

I would say older than that (well maybe not elite), as much as the tech could handle it you should include:

https://en.wikipedia.org/wiki/Turbo_Esprit

Here you had several town maps, including dual carriageways, main roads, side roads, one way streets. And you could just drive down any of them. They were all nondescript, but the amount of memory really limited what could be done.

There was also the games using the freescape engine. Driller, Darkside and Total Eclipse. These were all about as open world as you could achieve on the hardware of the time.

In terms of "open world" the definition is open to interpretation. I'd argue that text based adventures were open world too in their own way. So it really depends on what features people agree makes an "open world" game as to what the first game that contains all those features was.

UndercoverUlrikHD,
@UndercoverUlrikHD@programming.dev avatar

It started long before that, I think ubisoft in general was hugely influential in that trend.

iegod,

Outcast

Nibodhika,

Open world RPGs were always the goal, old games tried to mask the hardware limitations by using several techniques. By the time the Witcher 3 came along open world RPGs were the most common thing, in fact at the time lots of people called the Witcher a sellout because of that, it’s like if it had come up a couple years ago and had base buildiechanics, EVERYONE else was doing it.

There are LOTS of examples that pre-date TW3, I’ll limit myself to a few, just because it’s the ones I played. In the 90s and early 2000s I used to play Ultima Online, which is an MMO from 97 that has a vast open world. But if you want first person, Oblivion is old enough to drink.

ICastFist,
@ICastFist@programming.dev avatar

In a way, I’d say World of Warcraft (2004 onwards) popularized that.

Here’s your starting place. Here’s a bunch of easy quests and monsters.

You quit the starting area. Everything feels huge and really, really fucking far away. One step in the wrong direction and you’re assaulted by an enemy with a 💀 for a level. Not only that, most people would only see the loading screen once before doing an hours-long playthrough and that also increased the sense of “fucking huge world”

djsoren19,

I think the fault lies with Ubisoft and Assassin’s Creed. They really championed the idea of a bloated open world stuffed with systems that don’t really interact with each other, and now AAA gaming just keeps trying to stuff more mechanics in the pile.

simple, do games w What games popularized certain mechanics?

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.

ICastFist,
@ICastFist@programming.dev avatar

Those mechanics were lifted/copied straight from Monster Hunter, mind you :)

The PS2 and PSP Monster Hunter games are basically dark souls but you gotta kill giant bosses to transform their scales into better armor and weapons.

djsoren19,

Dark Souls is literally just Legend of Zelda for adults, which had a stamina system at about the same time Kings Field did. It’s honestly hilarious to me that it became known as the father of the genre, but the immediate copycats were also aiming for a similar tone to FromSoftware so I guess it’s fair.

rustyfish, do games w What games popularized certain mechanics?
@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.

djsoren19,

Not even just survival horror, RE4 was a landmark title just as a third-person action shooter. It had a huge influence on the generation of third person shooters that came after it.

Sickday, do gaming w best GBA games? I need recommendations
@Sickday@kbin.earth avatar

Here's my top 8 in no particular order

  • Golden Sun / The Lost Age
  • Drill Dozer
  • Kirby Nightmare in Dreamland
  • Summon Night Swordcraft Story 1/2
  • Mega Man Battle Network 3, 5, and 6 (either flavor of each is good)
  • Mother 3
  • Astro Boy Omega Factor
  • Sonic Battle
Wrufieotnak, do games w Geoff Keighley: No Silksong in Gamescom. Team Cherry are still cooking.

Team Cherry delivered a master piece by taking their time and releasing it when it was done.

So I have full faith in them and will hope the community also continues to has the patience to not pester them.

M137,
@M137@lemmy.world avatar

There is definitely pestering, doesn’t matter what they say or do. People will always pester so all we can do is hope it doesn’t get to them, which we’ve seen happen many times to others. But I don’t think there’s a reason to worry here, they know what they’re doing.

Ultraviolet,

There’s also a recurring theme in all the interviews after release, they were very open about their biggest regret being how much content had to be cut from the original plans for the first game due to budget constraints. Some things were restored in the content packs afterward, but other things were too foundational to the game’s overarching structure to make sense to be patched in after the fact. The Dreamer sanctums were going to be full fledged dungeons with a big climactic boss fight with each Dreamer, the Abyss was going to be an entire zone with multiple bosses rather than a plot only area, the Coliseum was going to be part of a much more involved sidequest, and there were several major zones that just didn’t end up in the game at all. The result was still a great game, but a shadow of the absurdly ambitious project they envisioned starting out. I assume they’re making Silksong with the intention of not leaving any “what might have been” things.

makr_alland, do games w What games popularized certain mechanics?

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.

Jakeroxs,

Wow this brought it full circle, the name looked familiar but then it clicked, back in my pirating days lol

MajorHavoc, (edited )

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 portion of the room they sat it, and when “porting” was practically re-coding, from scratch, in Assembler.

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