Another one that comes to mind (that someone can correct me on). Was Uncharted the game that made the “no health bar, but redder screen as you are close to dying” popular?
Nah, CoD2 switched to health regen and dumped the health bar before them. It was partially to adapt to the console gameplay pioneered by, IIRC, Bungee with Halo.
Tactics Ogre: The Knight of Lodis is one of the best tactical rpgs I’ve ever played. I was shocked how short it was when I finished only to find I had been playing for over 40 hours.
Sports games have been doing it faaaar longer. Madden started in 1988, released a sequel in 1990, then hasn’t missed a year ever since. The baseball and basketball counterparts existed just as long.
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.
i don’t think they were as influential no. overwatch loot boxes were not only a monetization venue but also the main leveling system. whether you paid or not you always played toward a loot box. and couple with the game’s massive success and popularity it opened the floodgates to this form of monetization to be a standard.
But WoW didn’t really do anything new, just bigger, better, with a lot more funding. Everquest and Ultima Online did everything first, they just didn’t have that Blizzard money.
Sure, credit where credit is due, but profits and reached audience are also very valid benchmarks eventhough they are evil capitalist terms. History is full of inventions that didn’t take off until some big corporation took interest in it.
I just came back to Vampire Survivors and to my surprise it got new content updates and new DLCs since I last played it (last year). The reason for coming back to the game was a nice little indie game called Cozy Space Survivors which is exactly what the name promises.
If it reaches the threshold the European Comission is forced to formally answer to it, which requires them do a full review of the subject and this greatly increases the probability of something being done.
While some might not consider it a game mechanic I certainly do, as gaming the proceduraly created levels is a core part of certain games, see mapping tactics in Diablo 2 for example as you use knowledge of procedural generation to reduce the time to find and kill bosses!
Wolf3d is an evolution of Hovertank 3D, which had flat shading for walls, floors, and ceilings. Wolf3d then has textured walls but still flat shading on the floors and ceilings. Some other games came out after Wolf3d that had textures floors and ceilings while id worked on Doom.
Doom not only had textured everything, but also stairs. Trick was, you couldn’t develop a level that had a hallway going over another hallway. Not enough computer horsepower yet to pull that off. This is sometimes called “2.5D”.
Quake brings everything together. Everything’s texture mapped, your levels have true height with things built over other things, and the character models are even fully 3d rendered.
If you’re counting the shields, Bungie’s Oni did it first.
Halo also had vehicles in 2001. Bf1942 came out in 2002. Other FPS games have had vehicles before that, but they were always clunky. Hell, there’s a vehicle section in Shadow Warrior(1997).
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