Skip to main content

The Most Groudbreaking Ideas in Videogame History

Games are all about ideas & their execution. Different ideas from different aspects of games like gameplay ideas, narrative ideas, presentation ideas all come together to create a single game and behind every successful game there is one or several ideas that have worked it's magic. Some ideas work, some do not, some are promising but because of poor execution are forgotten quickly and while some ideas are intriguing in the time of their debut, loses their value in the long haul. But there are very few ideas that not only worked when they debuted, they created a vision for other developers to expand further and helped push the boundaries of videogames. In some cases, these timeless ideas even helped create new genres of videogames.

Below are the ideas that in my opinion, created the foundation, the lifeblood of the present gaming industry with their innovation & ingenuity. These ideas have been used & abused from the time of their inception & the debt that gaming owes to them can never be paid.
must...get to.....cover
                                                      must...get to.....cover
 7. Regenerative Health (Halo 2----2004): Since it's introduction in Halo 2, the idea of regenerating health has been in pretty much everywhere. This presents a sharp departure from the earlier methods of regaining health like using medkits or other health items. The increased leaning towards delivering a more cinematic experience by many fps' would never have been the same without this feature. The downside of this feature is it can make a game feel like a sequence of disconnected gunfights where all you have to do is get behind cover for a few seconds to regain health. Needless to say, regenerating health forms a polarized view among the gamers but for the sheer popularity of it gets a place in this list.
like knife in hot toast
                  like a hot knife through butter

6. The Gravity Gun (Half Life 2----2004): There was a time when the idea of the weapon to end all weapons seemed running out it's course. There were already weapons like The Rail gun, Big freaking BFG's and other means of mass destruction. Then came HL2 with it's gravity gun & changed the whole paradigm of videogame weapons----the gravity gun introduced the idea of turning the whole environment into a weapon. Beyond ushering a new wave in the physics department of later videogames, the idea of the gravity gun has also successfully found it's way in other great fps' like Bioshock in the form of the Telekinesis plasmid.
bring it on
                                                               bring it on

5. Extreme Combat System (Devil May Cry----2001): Devil may cry first brought the idea of a relentless, free flowing combat system where players can utilize multiple melee & long range weapons effortlessly to take down enemies. Since then, the third person action genre has changed forever. The twitch based, stylish gameplay of devil may cry had opened the door for all other third person games featuring a combat system. Games like God of War, Bayonetta, Ninja Gaiden & many others owe their existence to this masterpiece.


Don't look now


4. Stealth (Metal Gear Solid----1998): This is the game that almost single-handedly popularized the stealth genre of videogames. Metal gear solid introduced the idea of the player having to avoid being seen by enemies rather than fight them and using the environment actively to avoid detection. Crawling under objects, hiding behind walls, using boxes for cover & making noise to distract enemies----all these elements made their first appearance in this game. Detection in the game was triggered by moving into an enemies field of vision. All these elements have been used for countless times in every other stealth based game. Simply put, there would've been no Splinter cell or Assassins creed without Metal gear solid.

                                             don't worry...it's all scripted

3. Scripted events (Half Life----1998): It was Half Life which first introduced scripted sequences in videogames, which enabled the story to be told entirely in the first person viewpoint of the player without ever taking control away. Compared to many other games of it's time which told it's story through cut-scenes, the scripted sequence was a huge leap forward in terms of narrative in videogames. Since then, this idea of keeping the player at the centerpiece of the storytelling has been a staple in fps's throughout the ages. This makes Half Life one of the most influential games ever made.




2. Open World (Grand theft auto 3----2001): Grand theft auto 3 revolutionized gaming forever with it's open world & sandbox elements. The idea of a world where players can roam freely & approach any objective the way they want is one that redefined gaming. GTA3 helped usher a new era of open world games which presents the player with a wealth of options to encourage exploration in a huge virtual world. Beside creating the slew of games or GTA clones which attempted to emulate the sandbox gameplay, GTA3 paved the way for legions of open world games that make up a large percentage of games to this very day.




1. Role playing elements (Dungeons & Dragons----1974): Question----what is the most used element in the history of modern games? Short answer----RPG elements. Long answer----the elements of role playing games like XP's, level-up systems & perks. These elements have jumped out from the realm of RPG's into mainstream gaming. From class based online multiplayers to fps's like Farcry 3, from the famous Deus Ex series to self proclaimed R.P.S.(role playing shooter) like Borderlands, even in third person shooters like Gears of War 3----rpg elements are almost EVERYWHERE beside their own genre. The reason is that these elements stop the games from becoming repetitive by granting the player more options to enjoy the same game different ways.

Dungeons & Dragons (D&D) was the first modern RPG which established many of the conventions that became the characteristics of the genre like numerical attributes, the dice mechanic, the XP system among others. D&D started it all----the snowball, the wildfire & whatever name you may call it. The visionary designer behind D&D was the late Gary Gygax, who pioneered the genre & was known as the father of role playing games. Without the groundbreaking mechanics of D&D, the videogame industry would've been totally different.

The influence of an idea is best realized when you take it out & imagine the whole spectrum without it. The more difference it makes, the more influence it has. That is why role playing elements deserves to be listed as the most endearing innovation in modern videogaming.

But all this is just my view and I'm eager to find out yours. Let me know in the comments section.

Comments

Popular posts from this blog

Dragon Age 2 guide: Bloodlusted Forcemage

The mage has always been the most powerful class in the dragon age games----dealing devastating area of effect (AOE) spells & single target damages enough to obliterate anyone dare to cross his path...until they start paying attention to him. As soon as his enemies get to him, he's dead meat. The mage is as powerful as he/she is squishy. But all that changes with the Bloodlusted Forcemage (BF mage). Remember the mage from the opening sequence after choosing the class in DA2? The BFmage is similar to that in terms of both raw power & defense. The BFmage do not hide & do not run away at the first sign of threat and can easily go toe-toe toe with his foes alongside the warrior or tanks. It was my second playthrough as a mage when I found this build after much experimenting with the class. And yes, the Bloodlusted Forcemage completely obliterates The Arishok in Nightmare with ease & that's when I know this build really works. Vulgar display of Pow

Dragon Age 2 guide----The Shadowy Assassin

"It's a ghost, it's a one hit killer, oh no it's the Shadowy Assassin"----Lieutenant That's actually the most apt description I've found for this unbelievably powerful build, believe it or not. The Shadowy Assassin (SA) is simply an unstoppable force of nature. He moves so fast that enemies have a hard time trying to get a bead on him, annihilates weaker foes with one shot (not talking about spike damage)----even after some archers actually manage to focus on him, all they can manage to hit is a rigged decoy ready to blow into smithereens. Meanwhile the SA makes short work of them from behind, and when that Lieutenant is the only one left standing, something beautiful happens----the mage puts a winter's grasp/cone of cold on him, the SA throws something at the Lieutenant & when he thinks he's got it figured, only the cracking sound of bones getting crunched is heard----poetry in motion. The fight is over before it ever had a ch

The Best Live version of Comfortably Numb

Pink Floyd’s Comfortably Numb is undoubtedly one of the greatest pieces of music ever composed on the electric guitar. And if you’ve heard the studio version, it’s literally impossible to not get blown away by the myriads of live versions of the solo that Gilmour has played through the years (or decades). And the great thing about the live renditions is that each of them brings a distinctly characteristic feel to the solo--making all of them memorable and stand on their own, it’s almost like different takes on the original studio version. For example, the Delicate Sound of Thunder version has a darker and more tormented feel overall, there are parts of the solo where it’s unlike anything ever heard from Gilmour. This version is also the most ‘badass’ and raw version of the Comfortably Numb solo, which was how Gilmour played it during the Momentary Lapse tour in the late 80’s. And until Live in Gdansk came out, this was my favorite version of the solo. Also, Gilmour’s gu