I was trying to think of which games created certain mechanics that became popular and copied by future games in the industry.

The most famous one that comes to my mind is Assassin’s Creed, with the tower climbing for map information.

  • @[email protected]
    link
    fedilink
    English
    14
    edit-2
    11 months ago

    Gears: cover shooter

    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.

  • @[email protected]
    link
    fedilink
    English
    311 months ago

    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.

    • @[email protected]
      link
      fedilink
      English
      711 months ago

      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.

  • @[email protected]
    link
    fedilink
    English
    1511 months ago

    I don’t know what game first came up with it, but Super Mario RPG was the first time I saw timed hits for attack and defense in a JRPG. While the mechanic isn’t exactly ubiquitous it has popped up in a handful of other games over the years and it always reminds me of that game.

    • @[email protected]OP
      link
      fedilink
      English
      211 months ago

      This was definitely the first time I also remember this appearing, and it made it more engaging for me as a child.

  • drphungky
    link
    fedilink
    English
    611 months ago

    DOTA popularized and also invented the battle pass mechanic.

  • @[email protected]
    link
    fedilink
    English
    511 months ago

    Why hasn’t anybody named Worl of Warcraft? They definitely made a shift in the mmorpg scene…

    Or Tomb Raider for the first big budget movie adaptation.

  • @[email protected]
    link
    fedilink
    English
    611 months ago

    I’m surprised I haven’t seen anyone say Pokemon. From a. monster collecting/battle game nothing has really came close.

  • @[email protected]OP
    link
    fedilink
    English
    211 months ago

    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?

  • @[email protected]
    link
    fedilink
    English
    4
    edit-2
    11 months ago

    This might be a little on the side of the main topic but there was always something cool about Crash Bandicoot 100 Apples > 1 Life, and you could grind more to make some levels more forgiving, like semi-adjustable difficulty level based on your previous approach… And later on — warp zones, you get to choose from a few options so the progression has variation.

    Another thing that comes to mind, not sure if a first game to do it, THPS for unlocking movies and later cheat codes, modes and characters for finishing the career. Plus the whole gap marathon for Private Carrera.

    Oh, and chanting from Oddword where it had various uses, for saving friends or for changing into enemies, or using special abilities. This definitely was something, because I still remember thinking as a kid, “how cool is that this one ability has so many different uses”.

    • @[email protected]
      link
      fedilink
      English
      611 months ago

      100 Apples > 1 Life, and you could grind more to make some levels more forgiving, like semi-adjustable difficulty level based on your previous approach… And later on — warp zones, you get to choose from a few options so the progression has variation.

      100 coins = 1UP and warp zones? And… you think they’re from Crash Bandicoot?

      • @[email protected]
        link
        fedilink
        English
        211 months ago

        Well, when I was writing that, after midnight I will add, I had this feeling that Mario was doing this thing earlier but for me Mario stands as an icon for the first level design overall as a golden standard for introduction to mechanics and really efficient use of memory for data, and one of the first uses of dynamic music… So you are totally right, Mario brought a lot of things, I’ve just played Crash much more.

        • @[email protected]
          link
          fedilink
          English
          3
          edit-2
          11 months ago

          Fair enough.

          My point is that the reason you played this game so much is that it existed because of Super Mario.

          Thus the answer to OP’s question in relation to this would be Super Mario Bro’s, from which Crash is derived.

          • @[email protected]
            link
            fedilink
            English
            111 months ago

            Well then… To stay true to the history, we probably would have to go back to Galaxian from ‘79, which introduced 1-UPs / additional lives, bonus stages and player upgrades, plus simple summary / statistics for hits and misses.

            • @[email protected]
              link
              fedilink
              English
              211 months ago

              See but the question isn’t “originated”.

              It’s “popularised”.

              Which Mario clearly did, outpassing both “Galaxian” and Crash in terms of popularity.

              I know that Crash is bigger for you, but in the big picture, comparing Mario to Crash is like comparing Pokemon to Digimon.

              https://vgsales.fandom.com/wiki/Mario

              The main core series, Super Mario, began with the platformer game Super Mario Bros. (1985) on the Nintendo Entertainment System. The main games consist of Mario trying to rescue Princess Peach from the villain Bowser and saving the Mushroom Kingdom.

              As of June 2024, the Mario video game franchise has sold more than 900 million units worldwide, making it the best-selling video game franchise of all time. The main Super Mario series alone has sold more than 495 million copies worldwide.

              Super Mario Bros. 1985 NES, estimated revenue $1,652,300,000

              Have to scroll quite far down this list https://en.m.wikipedia.org/wiki/List_of_best-selling_video_game_franchises to find Crash.

        • @[email protected]
          link
          fedilink
          English
          211 months ago

          You’ve likely listened to the same or similar lectures I have on level design and I seriously apply those lessons to every single game and UI I have influence over!

  • @[email protected]
    link
    fedilink
    English
    1011 months ago

    People always forget that resident evil 4(? There is a million of them) made third person shooters mainstream.

    • @[email protected]
      link
      fedilink
      English
      1011 months ago

      What are you smoking? That’s like a 2005 game.

      https://en.m.wikipedia.org/wiki/Third-person_shooter

      Jonathan S. Harbour of the University of Advancing Technology argues that Tomb Raider (1996) by Eidos Interactive (now Square Enix Europe) is “largely responsible for the popularity of this genre”.

      Hell, Max Payne was definitely more popular, and it came out in 2001.

      • @[email protected]
        link
        fedilink
        English
        2311 months ago

        I don’t think it’s just “being 3D”. Mario 64 put a lot of R&D into particulars of how jumping should work, the camera should work, and what the player’s goals should be. Quite a few games unintentionally copied them, while you could see some games not following their lead early in the 3D days that felt very janky to play. Tomb Raider could arguably be among them with the tank controls, though of course it has its own more niche appeal.

        • @[email protected]
          link
          fedilink
          English
          811 months ago

          Legend of Zelda OoT followed up with popularizing a targeting button (good ol’ Z-targeting) to focus on one object or enemy in a 3D space and move around it or fight/otherwise interact with it. Such targeting has been a standard feature of 3D action-adventure games ever since.

      • @[email protected]
        link
        fedilink
        English
        111 months ago

        Mario 64 figured out applying analog control to 3d platformers which changed the whole genre, though.

      • @[email protected]
        link
        fedilink
        English
        311 months ago

        If you want to talk about “how do I get up there” in a 3d environment, Doom did it before TR.

          • @[email protected]
            link
            fedilink
            English
            211 months ago

            And it’s a bad one if it applies at all. PC shooters of the time always kinda tried, but it didn’t work. The original Half Life got dinged a few points in original reviews because of a few janky platforming sections.