The lack of a modern port makes availability an issue, so it’s definitely more in cult classic territory, but it is definitely a critics’ darling and is often thrown around among the group of best games of all time. It’s not uncommon for it to rank nr. 1 on “Best Final Fantasy Games” lists either.
Crush the Castle inspired Angry Birds and several other games with the same catapult mechanic. Loved that flash game way before Angry Birds was put on the App Store.
I tried UO, AC, EQ1+2 and can say that WoW’s beloved IP, look and feel, and relative lack of clunkiness in the controls and animations were big differentiators for me.
The question was, “what games popularized certain mechanics.” The question was not, “what games created or introduced certain mechanics.”
Yes, there were other MMOs before WoW, but WoW took MMOs to a completely new level of popularity. I didn’t play ANY MMOs before WoW and wasn’t really interested to, but it was so popular that I jumped on to see what the deal was. Since then I have played ESO, LOTRO, AOC, and one other whose name I forget.
Other MMOs were popular among gaming nerds before WoW, but WoW made MMOs popular to normal people.
because it’s flat out wrong. WoW aped most of its systems from Everquest, which most of WoW’s development team was actively playing. They made some improvements on the genre, but the bones existed as early as 1997 with Ultima Online.
sure, we can quibble on the threshold of “popular” here. but you can’t question that WOW caused an absolute explosion in MMOs after it. not like anything before.
They might be closest, but they’re still pretty far off. One of the core pillars of Arkham combat is that it would punish you for button mashing by dropping your combo, meaning you not only gain fewer points at the end of combat but also lose access to your instant finishers, which are all too valuable for taking out the toughest opponents. Spider-Man is happy to let you mindlessly mash, and it’s far worse off for it.
Might just be because I’m just starting out, but Spider-Man’s combat is much more punishing for me. Could just be the higher emphasis on using specific combos on certain enemies, which I have some difficulty keeping straight.
yeah i don’t care so much about ease, i care about how it feels. Arkham’s combat was fun, but the insane distances you could instantly travel made it feel like the game was playing itself. mordor’s solution is better imo. but it obviously comes down to personal preference.
I felt it was more about the “free flow” in the free flow combat system in Arkham. You want it to all chain together, and Arkham made sure you only hit the buttons you needed to exactly as many times as you needed to. Mordor let you keep your combo going even though it had been like 10 seconds since the last time you did anything, which wasn’t exactly flowing at that point. That combo system was a great fit for Batman, and it would fit in nicely with Jason Bourne or John Wick as well, and I’m not sure Lord of the Rings was the best fit for it, but it doesn’t seem like many are trying to do that combat style anymore.
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.
Yeah Goro was probably cheaper overall, but the CPU in general in SF had unblockable moves and invincibility that they used to interrupt your attack. Of course, input reading goes on in a lot of games and MKI was I’m sure no exception (found this MKII video about it). I think it just got ramped up even more for M Bison, so he ended up being pretty comparable to the MK bosses as well.
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. .
I remember playing WoW and working on getting all of the battle pets available by playing other blizzard games. But I thought this was in 2012. There was at least one obtained by playing hearthstone.
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.
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.
I think the Berlin Interpretation is quite outdated and was not even good at the time, but I will defend it on this one point. It does not provide a threshold for what is and is not a roguelike, the Berlin Interpretation just lists criteria that are important to consider when determining how roguelike something is. The heap paradox is an exercise for the reader.
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.
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.
A roguelite is ostensibly something that has enough features of a roguelike to be noted, but not enough to be considered one. And I’d argue there is way more to what makes a roguelike than permadeath with no meta progression.
Also Slay the Spire has less meta progression than Issac. Hades is in a whole nother ball park.
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.
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.
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.
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.👌
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.
I am unable to play Fallout 4 because E is hardcoded to be “Use.” You can change all the movement keys, but for some reason you cannot change that keybinding. So you can make E be forward movement, but every time you approach a door or chest or person you will automatically open or talk whether you want to or not.
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.
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.
If naughty words cause you a level of righteous indignance, my recommendation is to abstain from online activities until one reaches the age of majority
Been RDFG since about 2002. One of my roommates in college was in the top thousand on Unreal Tournament. He talked me into it. God, I get good at that game playing against him.
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. Larn, hack, and Moria were all similar games but I did not play those until later.
yeah HL definitely was the one popularized it as default. quake players changed the bindings for it; i know because i played that game with old-school doom/duke controls
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
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