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50 Landmark Game Design Innovations

Posted: November 7th, 2007, 8:00
by News Reader
Image 50 Landmark Game Design Innovations
Next Generation has put together a lengthy list of landmark game design innovations that many of your favorite games probably wouldn't exist without. They break them out into self-contained units, though it's sometimes ambiguous how they're demarcating game design elements. Just the same, it's an interesting look at where game industry trends have led us: "23. Gestural interfaces. Many cultures imbue gestures with supernatural or symbolic power, from Catholics crossing themselves to the mudras of Hindu and Buddhist iconography. Magic is often invoked with gestures, too--that's part of what magic wands are for. The problem with a lot of videogame magic is that clicking icons and pushing buttons feels more technical than magical. The gestural interface is a comparatively recent invention that gives us a non-verbal, non-technical way to express ourselves. Best-known example: Wii controller. Probable first use: Black & White, 2001."

Read more of this story at Slashdot.

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Author: Zonk
Category: games
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Source: Slashdot: Games
Description: News for nerds, stuff that matters
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Posted: November 7th, 2007, 9:45
by buzzmong
Hmm, some of those are dubious.

Also suprised Dune II didn't get a mention on the RTS side as it really is the first proper modern RTS that everything else is based on.

Posted: November 7th, 2007, 10:01
by spoodie
Where's explosive barrels and destructible crates? This list is incomplete.

Posted: November 7th, 2007, 10:02
by HereComesPete
Lies, herzog zwei on the megadrive.

Posted: November 7th, 2007, 10:18
by HereComesPete
Although dune 2 did set most of the genre standards. And it was rather fucking difficult.

Posted: November 7th, 2007, 10:24
by buzzmong
HereComesPete wrote:Although dune 2 did set most of the genre standards. And it was rather fucking difficult.
Well, wasn't difficult for the first 9 levels, last 2/3 are fucking immense.

Posted: November 7th, 2007, 10:34
by mrbobbins
spoodie wrote:Where's explosive barrels and destructible crates? This list is incomplete.
And let's not forget the innovative implementation of Baths

Posted: November 7th, 2007, 10:35
by HereComesPete
I just remembered another game I found rather difficult, z:steel soldiers, 'it's an ambush! They're made of cupronickel!' :lol:

Posted: November 7th, 2007, 11:30
by Dog Pants
The cutscenes in Z were rather funny IIRC. Good old Bitmap Brothers. Game wasn't brilliant though.

Posted: November 7th, 2007, 12:53
by FatherJack
Some of those were a bit of a stretch: Party Games like..Mario Party, That cool rewind time thing from Prince of Persia like...Prince of Persia!

Barrels, baths, Desert Eagles, yellow electric mice and class-based multiplayer games have been the most important revolutions.

Posted: November 7th, 2007, 13:25
by buzzmong
Come to think of it, I'm surprised "Freeform/Unending" like Elite hasn't been mentioned, seeing as it makes a point to differentiate them from Sandbox-mode games.