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)
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?
They only found it because it’s more like a binary dwarf planet system than a planet/moon system, so the telescopes were able to pick up light reflected from both Pluto and Charron, while Pluto alone might have not been bright enough.
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.
Even as far back as the first xbox, I remember some people installing Linux on it. It’s also why Halo later came out for the PC, because porting it wasn’t that difficult. Iirc, the first xbox didn’t run any Windows kernel but it did use direct x.
I think they fucked up with the series s/x. The Balder’s Gate 3 release made me realize that their policy that games needed to have the same features enabled for both the s and x essentially meant that even if you spend the extra money on the x, it will be held back by the s merely existing.
I was disappointed to find out that my PS5 doesn’t support Bluetooth headsets. You’ve gotta get one of the Sony ones I guess. The controller looks like it has an RCA port for analogue headphones and a built in mic, so it might fit your use case but I was pissed when it wouldn’t let me use my wireless bone conduction headset instead of the earbuds on the PSVR2. I usually just use my TV speakers because earbuds never stay in my ears properly, but it would be nice to be able to play without worrying about the volume being too loud for others, like late at night.
I really don’t get why studios do that. They pick some well known franchise to attract the fans of that franchise, but then either figure they can do something better or that fans won’t care if they aren’t able to stick to the original story?
And so often that “better” they go for is really just different. And there’s nothing wrong with telling a different story, just don’t try to slap the franchise name on it for the name recognition.
Funny thing is, in some cases they could still do both by just making a new story in the same universe, either one that happens before the video game or after it (and fans would love references to events in the original story in the latter or foreshadowing events to come in the former). Though it’s still gotta be a good new story that follows the rules of the universe it’s set in.
And to add insult to injury, after seeing the result of this over and over, people walk away thinking movies based on video games can only suck making things harder for those who would do them right.
I hope stealth gets a major rework, at least. Or maybe not stealth itself but how the AI handles interacting with it. No NPC should ever guess that it was just the wind when there’s an arrow sticking out of them or their colleague is lying dead in plain view (or even just doesn’t respond when they call to them).
They should use strategies and tactics that work against stealth. Patrols (including their own stealth patrols sometimes), roll calls, better lighting, positioning of guards to cut off entrance points, traps (and not just the dungeon traps, but NPCs setting new traps when they suspect stealth, where the trap could be as simple as a trip wire attached to metal rings that will jingle if someone disturbs them), spells that locate nearby people, using senses other than sight and hearing, dark vision. Sometimes stealth missions should be forced to end and come back later because the residents realize someone is trying to sneak around and kill or rob them and go on high alert with effective tools to negate stealth. Just sometimes, sometimes it should work like it does in Skyrim where a guard just doesn’t want to deal with whatever is shooting arrows at him and maybe just yells threats instead of using a stealth counter (just get rid of that memory of a goldfish thing).
I mean, stealth is fun, but it’s not as fun when every single character I make ends up becoming some kind of a stealth archer because the NPCs are effective at generating opposition to everything but that.
Having unenforceable or illegal clauses in a legal contract means the contract wasn’t written in good faith, which should void the whole thing. Regardless of any “if parts of this contract are deemed illegal, the rest still stands”.
It would be nice to see more proactive involvement of the legal system with this, like have some people whose job it is to challenge these consumer contracts and standardize them kinda like how some open source licenses are standardized. Modularize it, so instead of writing out the whole “limited liability” section, they could refer to an established one by name. Then each module can be the subject of study and challenge, like if a more limiting one should come with other compromises elsewhere.
I think at that point, most honest companies would just pick a standard license or contract, plus maybe a few modifications and shady ones will have more trouble hiding shit like this in the middle of pages and pages of the same boring shit you’ve read hundreds of times before if you actually do read these things before signing or clicking agree.
At this point, most contracts should probably be unenforceable because few people actually do understand what they are agreeing to, which is supposed to be one of the essential parts of a contract. So many parts should probably have an “initial here to show you agreed to this” at the very least. But I’m no fool, this is likely considered a feature rather than a bug for most of the people involved in making and enforcing these things.
I have no interest in my gaming experience being at the mercy of network latency. It’s bad enough for online games, but there’s no getting around that other than physically going to the same location as everyone else you are playing with. Big no for single player games. If cloud gaming does replace locally computed gaming, it will be another case of enshitification.