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.
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.
The first ones I can think of is legend of Zelda and final fantasy, but I think there was also Adventure for the Atari before those even. The first Assassin’s Creed was 2007, Adventure was 1980
It hasn't aged too badly, but it's from an era where you were not necessarily expected to figure everything out on your own -- talking about it with IRL friends or reading tips and tricks in a magazine (or on the early Internet/Usenet) were pretty normal. I would say give it a try but don't be hesitant to look for a guide if you get stuck or lost.
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
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.
While I don’t know much about video cards, the IBM Monochrome Display Adapter (MDA) is often called the first video card and had a couple of contenders for first that were either designed earlier or released at almost the same time in 1981 and were all for displaying text only. The first GPU card sold to the public was the GeForce 256 in 1999. I’m assuming there’s some in between that were not really used by the public that would have been used in movies and whatnot.
The reason why nobody was selling GPUs before Quake was because quake was THE first 3D game. Doom and other games before Quake were 2.5D and didn’t have 3D models only sprites. Games before Quake essentially mimicked 3D while Quake IS 3D
The term GPU wasn’t used yet. It got applied as something of a marketing term to cards that had hardware transform and lighting, and that was indeed the GeForce 256. Before then, they were “3d accelerators”.
GeForce 256 was marketed as “the world’s first ‘GPU’, or Graphics Processing Unit”, a term Nvidia defined at the time as “a single-chip processor with integrated transform, lighting, triangle setup/clipping, and rendering engines that is capable of processing a minimum of 10 million polygons per second”.
So it kinda depends on perspective. If you take Nvidia’s marketing at face value, then the GeForce 256 was, indeed, the first GPU. You could retroactively apply it to earlier 3d accelerators, including the SNES Super FX chip, but none of them used the term at the time.
At that point, what even is the purpose of defining it? It’s such a specific term that was designed to only apply to their hardware. It’s like creating a new word for a car because you added air conditioning to it.
Sure, they had the first GPU because they coined a term that only applied to one specific product.
The first GPU card sold to the public was the GeForce 256 in 1999.
No it wasn’t. Rendition had the Verite back in 1996 that was true 3D and 2D on the same single video card. At the same time as the Verite was the 3DFX Voodoo (released 1995), but it was 3D only and needed a second card for 2D. Rendition was also the only 3D accelerator natively supported by Quake.
Sony coined the term GPU in 1994 for what was in the Playstation.
Nvidia might have marketed it as the first GPU, but other companies had combined 2D/3D processors on a single chip marketed to consumers well before the GeForce, including Nvidia themselves with the Riva 128. The GeForce was the first product from Nvidia marketed as a GPU, but that doesn’t mean it was the first product to market that was either called a GPU or not called that but still was one. It WAS the first to market with a T&L system (though Rendition had T&L on a chip first it never made it to market).
This is correct. I remember running Quake II in software mode with hardware effects (could that have been OpenGL already?). It ran at like 1 frames per second, because I didn’t have a 3D graphics card. Although the lighting looked lovely when you shot a rocket through a hallway.
And then there was the Quake 2 engine which gave us Deus Ex, American McGee’s Alice and then (through the modified GoldSrc version) Half-Life, Counter Strike and countless others! The family tree of 3D engines is really interesting.
and the Unreal engine which gave us I don’t have any idea how many but just a staggering number. Both solid games on their own, but long-term the engines were the real rock stars
If that photo was taken right before impact, none of the continents will remain continents because it’s all about to melt and we might have another moon when everything settles down and we evolve back from scratch over the next several billion years.
I had a similar experience of first finishing the DLC and then going into God of War (2018). While not open world, it’s the same type of AAA soup you get from most big studios. There are so many baffling design decisions, I cannot fathom why people love the game so much - the constant barrage of stories and small talk is the most engaging thing in there.
The combat is utterly boring. Increasing the difficulty only results in spongy enemies. Their move sets are boring at best and annoying at worst. They are all but helpless if you just keep them at a distance and throw your axe.
Even worse, your godly powers are cutscene only. If you don’t want to make your game challanging, at least make a fun power fantasy and Kratos is perfect for that. He kills giant enemies, tears the very ground asunder and moves the heaviest objects imaginable. He even has super healing. None of which are tied to actual combat mechanics.
Upgrades are meaningless. Early on, you unlock a smith. I got my axe from 5 to 40 damage. Guess what? The very next enemy took the same amount of hits as the same type of enemy did before.
Traversing is mechanically boring. Climbing just means you gotta follow the yellow markings - press in the right direction or do the indicated button press. You literally cannot fall. Everything else is just walking from combat area to combat area.
The game throws an endless barrage of puzzles at you, none of which are engaging. They are so watered down, there’s barely much more thinking involved than in climbing.
Even worse, major upgrades are placed in “puzzle” chests. The puzzle? Well, just walk around and rotate your camera for several minutes until you’ve found all three runes.
The game basically just feels like a very long cutscene with a lot of padding so you can press some buttons. You can play it just fine, but they removed everything that could make any one system interesting in favor of having nothing in there a player could be stuck at. I like the characters, but I’m better served just watching a cutscene compilation for the second one.
Windows also does not have 100% compatibility. Try playing something like age of wonders 1 on current windows. I could run in out of the box on steam deck but not on my pc that at the time had windows 10. I think Windows no longer has compatibility with win 98 and lower but i might be misremembering.
Not sure about satisfactory, considering the map is always the same. So the only sources of randomness are starting at another location in the same map or playing differently yourself
Then just go for factorio. Randomly generated map and recources. Highly adjustable for dificulty and a LOT of mods that add to the game. Concidering that the dlc , that seems to be as complex as the Base Game, comes out in Oktober you have a good Kandidaten for infinite replayability
If you’re into scripting or hacking you should check this game out. It’s an interesting twist on the Multi-User Dungeon genre. The game presents mostly as a command-line interface where your goal is to seek out targets to pwn for money/points. NPC targets will have vulnerabilities you need to find and exploit in order to expose a hackable part. Once found you engage hackermode where you’ll have a timelimit to break the target’s security (mostly through bruteforce cracking). The game allows you to write short scripts in JavaScript to automate searching for vulnerabilities and cracking security.
Being Multi-User, there are other users online doing what you’re doing and you’re free to chat with them and exchange scripts. You’re also free to write malicious scripts that will steal money/points from others who don’t check scripts before running them!
The part I found cool was that the game mirrors IRL hacking much closer than other hacking games. You’ll often need to submit incorrect data to NPC targets to get an error message that will contain hints about where to go next. Ex. A webpage has “News” and “About Us” sections. You can request a section that doesn’t exist to get an error message that shows all acceptable sections: “News”, “About Us”, or “Employees”. You’ve found a hidden section! Using scripts to send a bunch of mal-formed data at a target and then analyzing which ones generate an exploitable error is part of real-life security testing.
In hacknet, when you try to hack a target you’ll see it has SSH and FTP services running. You run fake programs like SSHcrack.exe and FTPbounce.exe to exploit those services and the you’re in.
In hackmud, when you try to hack a target you’ll see it has an “ez_35” lock and a “c001” lock. The ez_35 lock requires an unlock word, something like “open”, “unlock”, “release” and a digit between 0 and 9. The c001 lock requires a color like “red” “purple” “lime”. You need to enter the right inputs within the time limit to hack the target. You can do it manually, but most targets have too many locks with too many options to manually guess all of them in time. You’ll need to write your own real life script in JavaScript that can detect locks and automatically guess every option for those locks. If you’ve ever done programming challenges then you shouldn’t have too much difficulty writing these scripts. If you’re new to programming it’s not the easiest tutorial. The game provides very little direct help.
It’s all about timing, just like face buttons. Platforming or fighting games, you gotta have that instant response. Aiming or acceleration needs the precision of analog. So, “depends on the game” is my hot take…
I realised all these years later that so many games from my childhood had the issue of “floaty characters”.
Mario 64 felt so good because you could run at full speed, snap the alalog stick back and jump, and Mario would pivot on a bees dick and launch himself at your face.
Mortal Kombat 9, also known as “Mortal Kombat” or “Mortal Kombat (2011)” is where the modern canon starts. It’s also delisted from sale, so you’ll need to find a used copy for consoles or pirate it for PC. It’s a soft reboot of the story and also establishes the bar for what fighting game story modes should be. It’s campy and leans into it, and that’s the tone that MK always has when it’s at its best.
Mortal Kombat X and Mortal Kombat 11 are sequels to that, and they escalate the ridiculousness. These are direct sequels, so while they make efforts to ensure you can understand what’s happening even if you haven’t played the games before, MKX is best enjoyed after playing MK9, and MK11 is best enjoyed after playing MKX.
Mortal Kombat 1 is another soft reboot, but (slight spoiler) it also does this while preserving the canon of, and sequeling, MK9, MKX, and MK11.
MK9 is a throwback to your favorite characters with modern (at the time) mechanics.
MKX brings back the run button and tries to keep all of the different versions of each character over the years in the same game via its “variation” system.
MK11 tries to do away with some superfluous features of MKX while adding more defensive options.
MK1 introduces “kameos”, which is like a Marvel vs. Capcom 1 style assist system.
MK9 is also the start of the modern game mechanics, in addition to the story. They established the current gameplay formula in MK9, and have been iterating on it since then.
Unless you really want to play the classic games, I think MK9 is the best starting point.
edit: Wait wtf am I talking about you obviously start with the movie from 1995.
If the mtx is meaningless because you can get it easily in game, then it is predatory as it is intended to be purchased by people who are not aware that they can earn it in game. That strikes me as worse than mtx that is required to do something they can’t without it, because it preys on people’s lack of information and they aren’t making an informed choice.
You encounter the merchant where you can buy the MTX stuff in the first few hours of the game. You can’t even use the majority of them before reaching that point.
I would honestly bet money that they’d designed the game to not have microtransactions, then some executive at the 11th hour told them to find a way to include them, and they made them inconsequential as a sort of malicious compliance. Not that I think it’s OK to have them in the first place, it really soured me on the game initially. I think it’s considerably worse for including them, but they are completely meaningless.
I have another theory, and please don’t be offended if I’m wrong.
Maybe it wasn’t a game at all.
Could it have been The Bishop of Battle from the movie Nightmares? You might have Mandela-effected this game from memories of that movie and similar games you had played.
Super Mario Bros on the NES. I remember getting super frustrated and throwing a tantrum because I couldn’t figure out how to jump over the second hole. Hahahaha man I was pathetic.
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