Name a type of game (or even just a gameplay mechanic) that only came into existence post-2007

Name a type of game (or even just a gameplay mechanic) that only came into existence post-2007.

Seriously, just name one, I want to believe that we haven't just spent the last 9 years without any real progress of any kind in the world of videogames.

I'll start with some obvious ones:
- oh wait…
- there aren't any…

Other urls found in this thread:

en.wikipedia.org/wiki/Pitman_(video_game)
twitter.com/NSFWRedditImage

The only new gameplay mechanic I can think of is that trendy new one where they dont actually put any gameplay in at all!

It's my favourite!

Firstly, there's… And uh… Hmm.

VATS in Fallout 4.

On-disc DLC. Oh wait.

P O S T PS2 E R A

There is nothing new because gaymers don't want new stuff they want the same IPs the same vidya
Nostilga is cancer

Did any games prior to 2007 have a hunger/sleep/thirst bar?

Nostalgia*

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games where you create games?

Adventure island had a hunger bar.

No.. The amount of players changes, and new ones are introduced all the time. Modern man is simply a bit distressed, and has the attention span of a gold fish.

I got one!
VR games.

Socrates complained about how stupid and inattentive literacy was making people. This is a complaint that's literally as old as writing, if not older.


Not familiar with the title, but fair enough.


Virtual Boy, earlier gimmicky titles in arcades/theme parks.

It was a series of games from the NES/game boy. If you didn't collect the fruit in the stages and eat them, you'd die.

I'd say that the jump from illiteracy to literacy is a bit smaller than that of pre-internet to post-internet, not to mention television.

The jump from an ORAL culture is a smaller jump than a literate culture creating multiple forms of interconnected media?

In terms of information volume over time, yes.

Was he wrong? I see this type of statement made all the time when somebody mentions "kids these days" and I'm always left wondering whether it's supposed to prove anything on its own.

SUPER HOT

Virtualboy

The one thing linking all of these anecdotes is people; your average person is pretty stupid. He might be clever, but he's not smart.

Even if you hate the game, FEZ's main mechanic was pretty new. And maybe Superhot, slo mo existed before, but it wasn't tied to your movement.

Oral cultures tend to have a much greater capacity to remember things, though its seldom verbatim. If you've ever read a good translation of the Odyssey, you'll notice certain phrases repeated throughout the work. Originally, a bard would insert these to buy himself a second or two while he recalled the next stanza.

By our standards, oral or partially oral cultures are exceedingly messy, especially when it comes to citations and quotations.

Moba

Sims

DotA released in 2003

It has been measured; Internet browsing makes attention spans shorter, since we autopilot the text searching for the key words etc.

Ok them maybe a genre of Videogames without gameplay
I know there were movie games even in the 90s but they had gameplay

You learn to do that in grad school or else you'll never finish the workload. It's a life skill and older than the internet- it's just being acquired by the general public for the first time.


How about a game built around those bars? IE, survival. I don't remember that genre existing beyond cat and mouse games on Warcraft 3 or Quake custom maps.

Metal Gear Solid 3 purhaps

RPGmaker has existed for decades.

Robinson's Requiem had a hunger,thirst and all these other crazy bars including temperature.

Minecraft

Early access

Idle games

Would explain the worsening click-baits; going for the lowest common denominator means €$
Shit. Plebs shouldn't be able to read.

Choke On It is a clone of some shitty Newgrounds flash game, it's not new either.

I was going to say the fusion of action and RTS from Mount & Blade, but that came out September 2007.

Demon's Souls is pretty original, to my knowledge. I'm not aware of any other games before it with online multiplayer invasion mechanics.

Wasn't Robocraft or something with a similar name released in 06
You could argue demos were early access
Indie Games have been a thing since the start

If you seriously think Mount & Blade was the first game to fuse action and RTS you're a special kind of stupid.

Stuff like Pikmin and probably something else did it before Mount & Blade

I said idle

The nemesis system from Shadow of Mordor?

This

Also superhot is genuinely fun game

Obviously not overall. I was thinking more about doing it in a medieval swordy-slashy-shooty-stabby manner, not to mention the land management and 'politics', if you could it call it that.

Weapon customization?

Came up with another 2, i know screencheating was a thing beforehand, but I don't think it was ever an intended game mechanic. It's genuinely hard to come up with more, to be honest.

But that's not a game, warioware had gameplay stuff that wasnt just making the games.

Noone has mentioned paid mods yet…

Angry Birds

holy shit I'm right, aren't it

...

Not exactly, it started out with Crush the Castle.

Walking simulators (you know, games where you just move around at a slugish pace while a narrator reads aloud a story about something that may or may not be related to that child hood trauma that didn't turn you into a gay black transwoman with a fart fetish – poor you)

I'm retarded. That's not a game.

Maybe Scribblenauts?

...

That word
Progress doesnt mean something completely new. Sometimes improving on what has already been established is the best way to go.

To answer the thread, though
Not to mention all the subtleties like good cameras, AI improvements, movement mechanics

Soft-body physics.

Walking Simulators.

Becoming services.
Season passes.
Cut content as DLC.
They're all mechanics everyone's adopted post 2007.
Fuck this industry.

If everyone on Holla Forums boycotted games made after 2007 maybe then developers would stop these practices.

Not necessarily new. A lot of expansions were made out of cut content.

For that matter, cut content was frequently recycled in later games. Fungi Forest was originally going to be in Banjo Kazooie and several temples in Twilight Princess were cut from Windwaker.

Also, season passes and "becoming services" only apply to triple A companies, and even a minority at that, and Valve respectively.

If you want to mention something that most smaller studios are doing nowadays, you should have mentioned early access.

Well, they couldn't for the longest time. Widespread literacy is a fairly new concept, and we are only now beginning to feel all the effects of it.

Destruction Derby on the PS1 had that.

AoS released in 1999-2000ish.


Dwarf Fortress.


FF7


I'll go with boss encounters being about running out of red circles on the ground. Or boss encounters being about coordinating the use of abilities through an excel spreadsheet. Ya, fuck you WoW.

Youtube bait like I am Bread/ Goat Simulator is a pretty new genre

No it didn't, it had a shitload of pre-defined damage models for each part and applied them based on a very basic physics simulation.
If you have an emulator play it again and you will often see the same damage on several cars.

Roguelikes and quirky niche games like Survival Kids had all sorts of different survival mechanisms in place.

Game Boy Color Survival Kids 2 HD remake when?


Online co-op and PVP existed before Demon Soul's. Although Souls had a new take on it with specialised summoning and invading I wouldn't call it something entirely new.


Shiren the Wanderer (I think? Might be confusing it with some other roguelike series) has enemies that get stronger after killing the player.

Meant for

Splatoon

Well I can assure you that this game, while it looks cool, is not performing a simulation of every iron and titanium molecule in the vehicle's chassis. It too is an approximation of the actual physics, albeit a more refined one. Either way you are dealing with discrete parts and damage models with a handful of parameters.

Boycotts never fucking work.

Look up "soft-body physics" and you will see that this has billions of possible damage states as oppose to ~200.
It's a new technology for games, engineers have been using it for decades and actually does something different.

The whole leveling up as a first person shooter shit, especially for multiplayer. Its basically an unfun treadmill where you only get better shit by playing the game more instead of knowing map layouts and weapon spawns.


Sega's CRUSH already did it on the PSP before FEZ.

I know what soft body physics are, and I'm telling you that while there are more combinations of possible states, that still the same category as physics with fewer number of states, as they are both discrete approximations of the same phenomena. You're making a false distinction. To prove my point, try to find the 'threshold' where one passes from Destruction Derby physics to 'soft-body' physics. Can you find an exact number of states whereby removing one possible state is not soft-body physics yet adding one possible state is? If not then they are the same category. QED

So all graphics technologies are the same because they are all approximations of how something looks?

When the damage states aren't pre-defined but are generated on the fly.

Fluid Dynamics as a gameplay element
portals
Kinect style interactivity as a gameplay mechanic


This is a silly question anyway, what new gameplay mechanics came out after 2000, you could probably argue the point none because they are combined applications of already existing systems.

There was a flash game released before fez that did the same thing

Dubs of truth we got nothing but walking simulators post 2007

I would be inclined to lavel all those chose your own adventure interactive sotires David Cage and Tell Tales try to pass off as "games" but then i realized they could be considered vissual novels wich Nippon had been making for years now

I will give you that procedurally generated as opposed to man-made is a clear distinction to make, however I would posit that they are both subsets of the 'soft body physics' category.

I never stated they were the same, merely that they can be confined to the same category, which is the topic of this thread. You can separate graphics into voxel based and polygon based for example, its a different ballgame.

Point and Click Adventure games date back to at least the early eighties.

The Price of Persia Sands of Time invneted the Time Rewind mechanic i find that time rewind avility impressive.
I have no idea how did Ubi proggamed the game to record itself so that it can rewind gameplay and use that mechanic
Also the PS2 did not come with a hardrive so i have no idea where the gameplay record was sotred

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you really are retarded if your gonna label Tell Tales shit as "point & click adventure" point and clic is just the user interface, the meat of that genere was the puzzles, and the puzzles in Tell Tale games are as basic as the puzzles in DMC1 you have 1 key and 1 keyhole per mission, impossible to fuck up
Tell Tale's game are about story paths with a few items thrown in here and there to pretend they are a Pont & Click adventure and ride on the coat tail of Lucas Arts and Sierra fanboys for their marketing

Blinx actually did this a year before but even then it probably exists in another game before then.

The definition of "soft-body physics" is generating outcomes from inputs instead of using pre-defined states. If you want to bundle them together it would have to be as "damage models".

Maybe we will never agree on this but I'm happy that progress is actually being made in the last 10 years even if it is only indie devs willing to take the risks.

Ah fair enough, I accept that it is defined this way for the games industry, it has a slightly different nuance in other fields. I agree that progress in this area is exciting. So called 'simulators' with no damage like GT are quite uninspiring.

en.wikipedia.org/wiki/Pitman_(video_game)


completely forgot about that game, it was mad boring.

Part of the reason AAA racers will never have realistic damage is that they use real cars and the manufactures often state in the agreement that damage must only be superficial.
Licencing real cars for games is normally free as it's advertising but you must meet their conditions, BeamNG actually tried to licence real cars in the beginning but dropped that when they found out about the damage restrictions.

Fucking Jews man

I realize I may be in the minority but I could give a hot shit about muh real brands anyway as I'm not a car nerd, would rather see devastating impact damage any day

They want you to be impressed by their performance, not horrified by what happens to them at speed. Pic related was once a Lamborghini Gallardo.


Same here but AAAs always want normalfag appeal so they let the kids drive their uncles car.

Sadly for you car nerds will gladly spend more money on GT and Forza than non-nerds on racers with good destruction physics.

Also for the thread: Skate's control scheme. Wasn't a thing before Skate and the only post-Skate game to use it was Stoked: Big Air Edition.

rpgmaker on ps1 and ps2 had demo games

the moral lesson walking simulator is a new concept. Gone Home and other virtue signalers…
oh, nevermind

vidya has come a long way

Minecraft.
Sadly is a genre that never got a good game, because modern developers don't actually know what to do with it.

Any 80's company would have churned a really fucking good game on the genre by now.

Ace of Spades has potential, with a couple of tweaks it could be great.

Euphoria physics.

Survival type gameplay that are a combination of sandbox scavenging and item management in Morrowind, FPS and TPS action, and home building and hunger-thirst meter from The Sims. I'd say it's a newly invented gameplay concept, no matter how Holla Forums hates it.


Crush the Castle came out in 2009, faggot.

Parkour

Anyone who believes this shit is fucking retarded. We haven't had a meaningful improvement in gameplay for years. It's especially the worst in "RPG" (aka action games where you level up) communities. People literally seem to think hack and slash combat didn't exist pre-2006.

Nah, parkour has been in platformers since long before it was called parkour.

What like sonic the hedgehog

Prince of Persia comes to mind but that isn't quite what I'm talking about, sadly I struggle to remember the names of games I played 25 years ago.

Early Access Survival Sandbox games

There's so many of them that it might as well be called a genre, complete with EA in the genre title because they never get out of there

The question is: why invent new mechanics when the old ones encompass pretty much everything you need in a video game, if combined and implemented properly? A much more important thing to do with gameplay mechanics is to implement them well.

Also, can you even come up with a gameplay mechanics that's not been implemented yet, and which would be significant enough to stand on its own, rather than be a derivation or refinement of currently existing ones?

I think it's the same as can you think of a new color at this point.

Invasion shit instead of real multiplayer.

AI is the future, true originally generated quests and sub-games with intelligent NPCs connected to an overall gameworld hasn't really been attempted yet

When someone actually gets something like "radiant AI" working it will be sad to see it used poorly by hacks

Open World


MTV Music Generator and vib-ribbon?

Morrowind was 2002 and far from the first open world game.
The first I remember playing was Carrier Command from 1988.

...

You know what to do.

Use a well known example when talking to someone that has no idea open world is over 9 years old let alone over 25 years old?

Actually play the game instead of crashing to the dos prompt or getting softlocked because walked too much against a door?

This never happened for me ever, if you're going to bring up a fault you could start with the incomprehensible 3D dungeon map for example

Yeah, I remember that neat auto jump mechanic in Flashback, where Conrad would just make a long jump after running through the platform and grab the ledge in front of him.

Nobody said the mechanics had to be good.

Bringing the land management and politics into an FP action/shooter… not sure if that had been done before. I feel like it had but I can't remember. I do know RTS elements were in Battlezone, and that was released in 1998. There may even be earlier examples I can't remember or don't know about.


You can't boycott god mode games like EDF 4.1 though. In fact they just released a patch fixing some of the serious issues users with older hardware had.


Fucking survival games never leave early access because the developers want to "finish" the game but the very nature of them prevents them from being "finished" (barring the rebuilding of humanity I suppose).


lol that's one of the oldest game features around


Carrier Command was a pretty good call, but Elite came even earlier (1984)

Does the "eternal paid beta" thing steam does all the time count? Early Access they call it.

I'd say that the "attach a rpg system to anything, especially in fps games" and washing multiple genres together
I mean the
Where it has no place to be.


They also removed the region lock.

Also Micro-transactions

They did say they had to be new.

There haven't been any significant new gameplay mechanics since the turn of the century. Most of what's been added since then is related to presentation or social media fuckshit. Stop pretending everything went to shit in 2007 just because you don't remember anything before that.

idle games , VR games , and both are shit.

Enemies remembering your death or retreat and changing their behaviour when they next meet you (Shadow of Mordor).
Wingsuits being prominently featured in a bunch of games as alternative means of transportation (Far Cry 4, Just Cause 3)
Game requiring voice input to be completed (P.T.)
Complete revamp of the "eagle eye", which now allows you to see enemies through walls in return for inability to fight and slowed down movement. (recent asscreed, TLoU, Witcher 3)
Stealth games detecting sounds from the player using a microphone and changing the gameplay accordingly. (Alien Isolation)
An ability to let random people from the internet collectively vote on choices in your game. (telltale's batman)
What about augumented reality games, such as the one being insanely popular right now?

You want a big twist on a genre? Neverdead. A game is essentially a third person shooter in which you can't die, but can be reduced to a state where you are unable to fight. You don't have a healthbar, and only certain enemies can trigger a fail state. So for a chunk of the game you will be rolling around as a head looking for the rest of your body. The game might not be good. but the idea is fresh enough.
Or Nidhogg, which is less of a duel/fighting game as it is a game of tag. Your purpose is to outrun your enemy, not to kill him. It is definitely not new, but fuck if I know a game like it.
Or fucking Minecraft, a multiplayer game with completely changeable terrain and procedurally generated world?

Asking for "new genres" is fucking retarded. There were new genres at the beginning of 3d era because there were a lot of new possibilities. Now you revamp the old and try to make it better. You won't be able to name a genre that appeared after year 2000.

Pols voice - LOZ Famicom (1985)

Character action sprang up thanks to DMC in 2001

I mean I guess you could argue that it's a subgenre but eh

You don't need to shout at your controller to beat them, it's just an option.

Doesn't change the fact that Crush the Castle started the trend first, not Angry Birds.

The online coop/PVP mix that Demons Souls/Dark Souls had wasn't done before. The only comparable game I can think of is maybe the original Diablo.

In Diablo if you chose to play in multiplayer players could spawn in. However they could choose to turn off their safety which would allow them to attack other players.

It's the only game that comes close that gives you this anxiety when another player invades your game and starts hunting you

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The trend of games featuring artillery launched at variable angles and velocities? 2009 is about 30 years late to that party.

The masses have short attention spans, the masses are feminine and desire to be wooed by a strong force.
Uncontrolled masses lead to the people we see everyday, the fat, materialistic, sugar snacking, pieces of shit who can't see past their own nose.

Hunger/starvation which is shit

Hunger/starvation goes back to shit like roguelikes

So you're saying that a famicom game had MORE possible mechanics than its modern derivative. Gotcha.

Content volume != information volume. Anything that is derivative of something else has little to no information (doesn't reduce uncertainty)

OP here. Lotta good discussion going on, but to those that say that "nothing new came post-2000 either!!!"

- What about realistic physics simulation in 3D space, and the puzzles built around it? (Half Life 2)

- What about third-person cover-based shooting? (Gears of War, or possibly an earlier series…)

- What about out-of-combat regenerating health in a shooter? (In Halo CE it was a shield and not health, but same thing really)

These are the only things that come to mind immediately, but I'm fairly certain that these didn't exist pre-2000.

Portals, technically during 07, not post-07

Osu! Aka Elite Beat Agents, wait that was 05.
Excite Truck (racing game where winner is decided by score, with race position only being a bonus to the score) but that was 06.

Well, what about Transformice then?

Elite NEET Agents is just a DDR clone….

You can't just say every music game is just a music game.
They came up with the structure of pressing circles and sliding bars on a grid.
That's new gameplay.
In fact, most other music games are just scrolling notesheets

A music game is a music game, you can't say its only a half

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Terraria is a very good Mineycrafta game.

I think the multiplayer "survival sandbox" genre is new enough to qualify. Unfortunately I wouldn't really consider it an advancement to the industry since the games always attract the absolute worst of humanity which makes them unplayable.

survival sandbox has been around for a while, but multiplayer version of that is new.

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chuchurocket

Entirely different game.

Sorry bruh.

none, but if your seriously looking for examples maybe you should find a new hobby

also basically the same as super paper mario

I'm thinking of lots of stuff, but it's all bad. It's all things I hate.

-On-disc DLC.
-Kickstarter
-Paying full-price for a beta which will never be finished.
-Fuck health bars, let's just put an outline of red around the screen that makes it harder to see the closer to death you get.
-What the fuck is a backpack? No, it's only realistic for you to carry two weapons at a time.
-Do you like cover-based shooters? …Too bad, fuck you!
-Remember when games had really terrible pixel art and what the character even was was a mystery? No? They had pretty sprites even on NES? Okay, go back farther. Think Atari. No no, one of the shitty games. Okay, that. Yeah. That requires practically no effort, so let's have a thousand games like that.
-2D, puzzle platformer with vocal narration about an LGBT transgender POC with a potbelly.
-In this game, EVERY DECISION YOU MAKE MATTERS.
-j/k, here's a room with some buttons. Pick one to determine your ending. None of the shit you did before made a bit of difference.
-Remember Spider-Man 2? Remember how everyone loved that open-world traveling through a city and clicking on what are basically hyperlinks to start missions? GTA does that too. Okay. NOW EVERY GAME IS THAT. Every AAA game will take place in an open-world city with an overworld map.
-Sometimes that map is bigger, like your Fallouts and your Skyrim, but it's still basically the exact. same. fucking. game, complete with fast-travel!

Does Spelunky count?
Procedural generation of dungeons, have to start from scratch after finishing a run, daily challenges.

Binding of Isaac built on this with the whole unlocking items for use on future playthroughs system. Rebirth added the whole seeded runs thing, but I always saw that as a poor substitute for true custom run creation tools.

And then there's Risk of Rain's difficulty timer mechanic.

Or maybe these were all done before 2007, I dunno.

Roguelike.

The fourth dimension.

Walking sims were around before 2007.

What are Microtransactions? For 500 Alex.

Okay, but did the old ones incorporate all of those mechanics?

not like those guys were any good


jej


Intentionally buggy physics, yes.


and minimal/absent HUD

PSvita touch pad

Minecraft, crafting+survival genre.

Super mario maker, little big planet etc games based around sharing custom content over the internet

story focused third person shooters(last of us, uncharted)

playstation home(some kind of virtual chatroom for games)

team fortress 2 and clones

RNG loot crates(bad but ties into the game with weapon unlocks)

METAL GEAR ONLINE 2

And while I am well aware that Dota has existed for a long time, the genre of ASSFAGGOTS/ARTS/MOBA/Dotaclones didn't really start until standalones came from it like LoL, HoN, and obviously Dota 2.

As for new mechanics, I would say

Come on OP you just need to try harder. Sure if you only look at the AAA western industry everything looks like shit but I think this is the true golden age, I can play anything from the classic golden age of the 90s like DOOM with kickass .wads, I can play neat indie games not made by suits, I can play Japanese games on PC, Linux is now a viable gaming platform, and occasionally Kikestarter shits out something great like Shovel Knight or FTL

stranded 2 did that way before minecraft, i think it was 2008 when stranded 2 came out.
i think second life and a ton more virtual chatrooms were out way before then
team fortress the mod

Read the thread


SC UMS and WC3 custom maps


Story focus isn't a type of gameplay.


IRC? battle.net?


Savage 1/2, Natural Selection


Not gameplay

Splinter cell chaos theory did it first

Idle games?

The same thing, and the thing we asked for. Go to the mid-2000s and people were bitching about publishers not greenlighting game concepts that looked So Cool, then crowdfunding shows up and lets customers act as the publisher. We got what we wanted but didn't understand what it meant to be a publisher, as we emptied our wallets on potential and dreams which we convinced ourselves would be met.

1) Halo was 2001, dumdum. 2) It was a smart mechanic, giving inventory control without menus, forcing the player to select and reselect combat advantages, and encouraging the player to try new weapons.

Popular game formats are repeated in an attempt to access the same market. Wow. Such surprise.


These two are the same as they have one thing that your examples (and others, eg wads) don't: integration. Instead a solo play that's stopped for social exchange through external tools, the distinction between playing and socializing is blurred or outright removed. Voice chat, sharing experiences, creating content, etc. are all part of the game itself.

Well it looks like I've finally found someone else on Holla Forums that likes weapon limits. I do think that 2 is a bit too low and prefer something like 3 either on the d-pad or 1/2/3 on the keyboard. It comes from really liking builds in RPGs and having limited weapons is definitely along those lines since you have to carefully choose which ones you want.

I can't think of anything.

i would say cancer but japs started that way back

Who is this "we" you speak of? Speak for yourself, faggot. You're the one with all the horrifically shitty taste.

Oh, my bad, I don't play shit games. I'm sorry I don't have the taste of a frothing polesmoker, such as your stupid self, dumdum.

No, it's a lazy, unrealistic way to artificially handicap the player. Systems that let them have as many weapons as they can carry make more sense. It's asinine to give a player access to a cool new weapon, and then basically say "Nope, no more ammo for that ever again. You better switch to a handgun and a shotgun, dumdum."

What, do you work for EA or something? Point was it's a bad thing, not that it's shocking. I guess that went over your head, dumdum.

Are you saying that content volume has no bearing on information volume?

IMO it should to be 2 or 4. On a controller, the dpad makes UDLR translate to 1-4 nicely (holding the direction to select a new weapon for that slot), or a one-button swap for a 2 weapon system. Works on PC as well, since the alphanumeric fingers in a relaxed WADS hand can easily cover 1-4 in-place, while 5 and 6 are harder, and 7+ requires leaving WADS.

More than 5 and you can't easily map it on a controller; could do a radial menu for stick activated with a button, but that breaks flow with a menu. 3 leaves unused mappings, unless you're reserving the fourth for grenades or something.

I've never played a Halo game either, candy-ass. But I'm at least smart enough to check the fucking release date before I run my mouth.

If your point was about market saturation of a genre, than this is another case of your ignorance. There's been genre waves as long as video games have existed, where one successful title spawns dozens of copycat games centred around the novel mechanic of the original.

So you've never played Doom, Quake, Hexen, etc. where you're encouraged to frequently switch weapons to match the ammo you have on-hand. Because that's exactly what weapon-swapping drives.

i guess gamers don't want splatoon inb4 DAS AN XBAWKS IDIEA, PAINTBALL WAS INVENTED BY MAICROSOFT

Unless you can come up with one yourself or you're going to implement it, this thread is utterly pointless and can be summed up as "the industry is dead amirite guys 2007 amirite guys" virtue signalling.

Shit, it's damn near impossible to say what mechanics are new or not, since there are simply assloads of video games out there that literally nobody has played.

Why would I be intimate with the mechanic details of games I've never played and have no interest in?


So it's ignorant to point out I hate the current trend for AAA titles because… um… you just want to be a dick? You're not really defending this, which is almost like you're admitting you can't, so you're just saying "OH, IT'S SHIT HUH? WELL GUESS WHAT STUPID, IT'S ALWAYS SHIT! YOU'RE DUMB FOR POINTING OUT IT'S SHIT WHEN IT'S ALWAYS SHIT! …WHY AM I HERE? BECAUSE I LOVE EATING SHIT, OF COURSE!"

If we were having this conversation in the previous gen I'd have mentioned FPS games.


I've played far too many two gun games where they have a section where you're given a missile launcher or a gatling gun or a lightning rifle or some shit, and then as soon as the section's over you're out of ammo for that gun, and it never pops up again so you have to switch back to something generic every enemy has, typically ending up with a shotgun and an ak47.

And incidentally, I was talking about steam greenlight with the "paying for a beta that will never be complete" bit. Kickstarter is paying for it before the game is ever made, completely different can of shit.

user, how underage are you? Gimme a number.

Online single player games.

I was going to say Spore, but that was 2008.

Thereby proving that 2007 isn't the worst year for gaming.

If that's what you're doing, then you're ignorant and illiterate. Read the fucking title.

It was part of a longer list. Tell me, was that style of game dramatically overdone before 2007? Stop being a pointlessly hostile fuckwit and pull your head out of your ass.

I believe Amnesia style horror should be considered.
It's a shame it was rarely good, and it's also a shame it needed an indie game to be born, but it was never been done before.

What about multiple levels of randomized bonuses on item drops? A lot of flash games have the pattern where a blue drop will give you a bonus in one category, a green drop will give you a bonus in two categories, a gold drop will have bonuses in three categories, etc. This seems like a recent development to me, but I'm sure someone on Holla Forums can trace it back to before 2007. Borderlands randomized the appearance of items, and that came out in 2009.

What about automatic saving? It's now common for an RPG to save automatically when you use an inn.

What about games that keep track of all of your character's movements and play them back, and you can interact with them? The first that I know of is The Company Of Myself from 2009. (reads thread) Pitman / Cattrap tracked movement and had time rewind in 1985. What was the first game where you could interact with your prior movements?

Diablo 1 had random loot, but not I'm not sure that's what you're talking about.

Diablo 2 had automatic saving.

Hey You Pikachu
Lifeline

That item tier system is lifted straight from Diablo.

Autosave goes back so far that nobody really knows where it originated. It probably dates back to the late 80s.

That "rewind time to interact with yourself" mechanic existed in another Flash game before The Company of Myself, but I don't actually know when that other game was made.

How can we know what hasn't already been done if we don't first establish what's already been done? On top of that, showing how little progress has been made in the last decade can be a powerful motivator for people to actually try and come up with something new.


Regardless of how you approach the topic, people are going to come at it from that angle anyway, and it'd be pointless to try and suppress that dialogue because suppression just encourages people to shitpost more. It's far better to acknowledge that it's a possibility and then encourage people to prove it wrong instead. Internet discussion 101, faggot.

Also,
What are you, fuckin' gay?


If it did exist before but literally no one knew about it aside from a handful of people, then for all intents and purposes it could be considered a "new" mechanic. I think most rational adults are capable of looking at a mechanic that's only ever existed in a loose interpretation in an obscure game from 20 years ago and say "well yes it technically existed before, but it hasn't ever really been explored in any real capacity, so it's ripe for exploring as a new thing."

There's a difference between *literally* new (which probably doesn't actually exist, if you want to get real anal about it) and *effectively* new, which I think is the understood point of the thread.

Go shitpost elsewhere.

kill yourself sonygger

...

Seeing that mountain and climbing it

Guaranteed glitches and bugs on release.

Can be, but I doubt it. The kind of people who want to make something are generally making things instead of coming up with lists of what has been made Instead of whinging about the lack of progress, they've already chosen to become that progress.

De facto, people are pointing out Newgrounds flash games pre-2007 to say mechanics popularized post-2007 aren't "real progress in the last ten years". Which is that bit about "coming from that angle anyway": the people here are self-selected to not include those who want to make new things, preferring those who whinge how vidya is ded.

At this point its up to random people to work on that since the company has already made ace of spades 2, which is complete shit

People who make things haphazardly without considering if what they're making has already been done before are essentially banking purely on luck that their finished product will be worth anything to anyone. There's certainly value in just doing shit instead of talking about it or considering the impact of said work, but not every creator works in that way. In fact, not even a majority of them work in that way. There is more than one way to approach creation and no method is more or less "right".


Complaining about something not changing is not mutually exclusive with making change happen. You can do both at the same time, it's totally possible and happens far more often than you might think.


Let's just cut to the chase here and take this argument to its logical conclusion. You are making no real statement by going in a thread on a board about videogames and saying that a thread about videogames is pointless/not going to change anything about videogames just because the majority of people on said board just want to complain. Nothing in the universe has any intrinsic value or point, we simply assign value to things based on our own perceptions because we think we're the most important thing of all. There is just as much (or as little) point to actually do something as there is to not do something, for something to be created as there is for something to not be created, etc. You are bound to encounter people that hold ideas and concepts and perceptions that go counter to your own, and making meta-complaints about people complaining does not by necessity make you more in the right than the people you're complaining about, if anything it just makes you more obnoxious than they are. Which, of course, means that making meta-complaints about people making meta-complaints about people complaining is even *more* obnoxious, and…

Anyway, short version is who fucking cares if more people are going to complain than actually do anything. What are *you* doing that's so important and valuable? (rhetorical, I don't actually care)
If you want productive conversation, then *make* productive conversation, instead of wasting time arguing about pedantic shit with people that are never going to agree with you in the first place.

That's what non-commissioned art is about. Success can be made more probable (or not?) by identifying and playing to popular trends, and by building reputation, but a favourable crapshoot is still a crapshoot.

You underestimate how often I think it happens. However, saying "Nothing has changed and it should" is much easier than saying "Nothing has changed and it should, so I'm changing it now", so significantly fewer people do the latter. Even if that change is just buying unattractive innovative games and avoiding attractive uninnovative games.

Nihilism? How novel of you. Followed by saying that there's value in something.

Anyway:
"If you want change in videogames, then *make* change in videogames, instead of wasting time arguing about pedantic shit with people that are never going to agree with you in the first place." Think that'll catch on? It's essentially what you're arguing against, but you're all for it when telling other people to sod off and let you wax nostalgic.

this is the same as pause combat from TBS games just put into an FPS.


It's all marketing tbh. I did a marketing unit as apart of my commerce degree and its heavily implied that people don't know what they want and its your job as a marketer to tell people what they want.

Game quality doesn't matter so they just churn out whatever. Minimum effort for maximum returns. This is why AAA gaming 20% of budget is development 80% marketing.

VR

I don't even know what you're trying to argue with this. If you're trying to say that it's pointless to talk about things before doing it because it's impossible to guarantee success (or failure), and thereby saying that there's no value in trying to put odds in your favor, then you and I are never going to come to any kind of agreement here. Maybe I'm just not getting what you're trying to say, though?


I don't know you, I only know the posts you've made, and I make assumptions off of those posts. You strongly doubt that anyone here could be motivated to make change by seeing a lack of change, and you state that people that want to make things"generally" make things. It's reasonable to conclude, then, that you don't put much faith in the idea that people can both complain about something *and* do something about it at the same time. Don't backtrack now, you silly goose.


No shit, Sherlock. This statement is 100% agreeable, but what relevance does it have to the conversation at hand?


Ad hominem? How novel of you.


You sure are putting some words in my mouth there, and frankly speaking the only person that I let put things in my mouth is good ol' Uncle Terry when I'm in his funtime basement.

If I came into this thread and I was like LETS CHANGE VIDEOGAMES, or I WANT TO CHANGE VIDEOGAMES, then I'd understand you trying to say that I'm being contradictory, but I didn't. What I actually said was "I want to believe that the last 9 years of gaming haven't been stagnant", which is a very different conversation. There's no contradiction in me saying that you should probably stop being an asshat *and* agreeing that people should make change in videogames if they want to see change in videogames, because they're about two completely different topics.

And thus, we reach the point where I'm wasting time arguing about pedantic bullshit with someone that's apparently never going to agree with me, but then again, who's to say that I wanted productive conversation here in the first place? Maybe I just wanted to jerk myself off for a few minutes and ruin my own thread, WHO KNOWS

While it didn't exactly come into existence post 2007 the ability to model penetration of surfaces with firearms is one area vidya has advanced in. Even the rare games that did it didn't bother with varying damage based on calibre etc.

Arguably open world survival crafting games, cancer though they often are, didn't exist in a recognisable form pre-2007. Granted there may be some obscure title I simply overlooked but it's hard to claim that counts for much.

Maybe. What I'm trying to say is that planning for something beyond a certain point is more detrimental than simply doing it, whether it's a success or not. And something as broad as 'has anyone else done this thing ever' is - as you'd probably agree - way too general to have a stopping point; proving a negative is an exercise in futility.

I find it reasonable that people who complain about something are the majority those who attempt to change it themselves. But (important) I find it reasonable that those who attempt to demonstrate their complaints about something are a minority of those who attempt to change it themselves.

Ad hominem isn't fallacious when dealing with a contradiction or motives relevant to the subject. If you endorse nihilism and believe "nothing in the universe has any intrinsic value or point", it's hypocritical to also believe "there's certainly value in just doing shit" or that it's better to do one thing compared to another. You're abandoning your original argument to defend yourself with scorched-earth nihilism.

What you actually said was "showing how little progress has been made in the last decade can be a powerful motivator". If you believe there's a lack of progress that can be motivating, it's illogical to also hope that there hasn't been stagnation; 'There's been stagnation, but I hope there hasn't been stagnation.'

That checks out at face value. However, if you say said person is an asshat for claiming that people should "come up with [games] yourself" and do something about it, you're hypocritical.

Walking Sims
Mobas

You could make a fair argument that FMV games or even Visual Novels are these (or more accurately that walking sims are merely an evolution of such games). What's new is treating them as actual games.


I'm pretty sure Aeon of Strife was pre-2007 as was DotA.

Came here to post this along with style switching.

...

Myst was released in 1993.

DotA was released in 2003, Allstars in 2004, 6.27 in 2005. Basshunter's DotA song was released in 2006.

Seamless multiplayer/singleplayer and invading games of other players.

Mark & Execute. Basically, just put tags on a couple of enemies and then press one button to instantly kill all of them at once. Now you could say that Red Dead Revolver uses this system, BUT that Dead-Eye tagging was not an instant kill from simply marking the enemy once unless you specifically aimed for the head when you marked your shot.

Demon's/Dark Souls leveling/invasion/death penalties.
Also an assembly of good combat mechanics from different shitty games.
Also ghosts mechanics.

That's what I did, reddit, that's why I'm here. Stop following me around and telling me that.

Japanaese high school fucking simulators
with character customization

Skool Daze - 1984
Sex Games - 1985

...

Glover, Rocket: Robot on Wheels
Time Crisis
Punch out!!, most roguelikes

I have no reason to disagree with you on this point, but then again if you thought that my argument was "people should plan for/analyze/understand everything before doing something", then you were reading things that simply weren't there.


Again, I don't disagree, but I think you must be fundamentally misunderstanding the point of the thread itself, which is to say that it had no real point, or that it had many different points that may or may not be contradictory. There was no explicit established goal other than to explore, literally, what gameplay mechanics have and have not been created since 2007. There doesn't need to be a stopping point here, there was no established intent to be "productive" or to be "unproductive", it was simply the start to a conversation that intentionally had no end.


Under what metric? Is proving a negative not important when, say, trying to help someone that's in denial? What about people that don't know any better? I'm certain that if we tried we could come up with plenty of situations where proving a negative can be a productive activity.


I can agree with this, but…


If you had actually read what I said and understood it, you'd know that my argument was that we *make* value. Saying that there is no *intrinsic value* to anything and then following it up with *but we can make value in anything* is not contradictory, it's just establishing that we make our own meanings for existence. Using ad hominem when you don't even comprehend the argument in the first place *is* a fallacy, asswipe. (←- now THAT'S some pointless ad hominem!)


This simply does not follow. Did you even read what you were typing before posting it? Here, let me put these two thoughts together properly so that you can understand them:

"I hope there hasn't been stagnation for the last 9 years. If there has been stagnation, then bringing attention to it can hopefully be a powerful motivator for people to make change."

I challenge you, please, to demonstrate how this argument is illogical.


If you're talking about the guy I originally responded to (i.e. not you), I didn't call him an asshat, I called him a shitposter, and I did so because he came in here to shitpost about how this thread is "completely pointless" if people aren't shitting out brand new game ideas and that everyone is just here to circlejerk about the industry being dead (which, if you actually read the thread, is only partially true).

If you're talking about me calling you an asshat, that's simply because you've just been sitting here arguing about the thread itself instead of actually participating in the topic of the thread. A slightly more productive form of shitposting, but shitposting none-the-less.

It's okay to be wrong, dude, just move on.

what about carmageddon 2

I would say LSD: Dream Emulator would fit that bill

I would say voxel worlds mechanics but dorf already did that before minecraft

Uprising on pc (1997) blended rts with being a tank. There was a couple uprising games. No one ever talks about them it seems.

Regenerating health, I guess

just cause was 06. even then its grappeling hook is not much different that say spider man shooting web and swinging in the 04 release of spiderman 2 for example.

a pc game called die by the sword(98) had a sword combat system like mgr. direct controll of the blade with the mouse and dismemberment.

the wii released in 06, and even so most of the games that made good use of the waggal came out in 06-07.

lost planet also released in 06. even then thermal energy is basically the same as running out of gas.

batman arkham asylum had good combat so you got me there.

The combat system in Batman: Arkham Asylum is really just a more refined version of the combat in Prince of Persia: The Sands of Time from 2003.

Every single one of those mechanics is nicked from actual roguelikes, so yes.

Played Quake 3 today and had more fun than I did in a long ass time. Whomever said that is a fucking retard.

Does that include a point that creating the things you want to see is more productive than lamenting their (true or false) absence?

Prove that telepathy doesn't exist. Not by claiming that telepathy doesn't exist and inviting someone to prove that claim false, but by demonstrating that telepathy doesn't exist. You know that's not going to happen for the same reason you started the thread by calling others to prove progress rather than claiming there was no progress.

You sure? "Who fucking cares if more people are going to complain than actually do anything" and "I don't actually care [if you're doing something important and valuable]" doesn't sound like you're advocating people go out and do valuable things. You didn't claim 'There is no intrinsic value unless we make something have value', but that "There is just as much (or as little) point to actually do something as there is to not do something".

"If you believe there's a lack of progress…" isn't 'If there's been a lack of progress…' Perhaps you worded yourself incorrectly at the start, intending to say 'On top of that, if there's been little progress in the last decade, showing that can be a powerful motivator…'

Search by ID, yo.

He came here with a point, "one of many different points that may more may not be contradictory". You permitted that his point was no less (or more) valid than yours in your nihilistic outburst. If that post has as much (or as little) value as your post, you value your shitposting more because "we simply assign value to things based on our own perceptions because we think we're the most important thing of all." OP isn't Thread Police.

rhythm dungeon crawlers

Halo, Call of Duty 2

stealth games, where they go on alert after they see you
surely something earlier but kingdom hearts had the glide ability that let you get to things you couldnt before (sometimes clever platforming could suffice)

lens of truth in ocarina of time, didnt turn everyone into skeletons though like in batman

you might have me there, surely any RPG you could ask user stuff like what faction to choose but its not integrated into the game, this being a telltale game I am having doubts its a gameplay mechanic
the idea of wii fit (2007) was you would have to actually do the exercises to make the game think you are playing it right
actually sound fucking neat
any game with ctf, I do like nidhog though.
infiniminer

Huh… I used to think Sands of Time copied the combat from Path of Neo, but I see now it's the other way around.

You mean like gliding in the Spyro games?

I don't doubt it but what's your source? Twilight Princess felt like a rushed game despite being pushed back a ways.

Games involving the Wii Balance Board?

1 to 1 motion controls post Wii Motion Plus/Wii Sports Resort?

Streetpass and play coins in the 3DS?

Scribblenauts ability to call up 20000 plus objects/items for puzzle solving actually sounds pretty reasonable.

How about something to do with the Wii U gamepad?

-transferring screen to controller for more comfortable view
-ZombiiU's overlaying a special view in front of your TV to scan crap or whatever the hell that feature actually is.
-Being the player with the special controller while other players control with more standard controllers
-The gamepad furthermore giving benefit, balance or just secret input and information when taking on all the other players.

I'm sure there's something before it but how about Skylanders figurine bullcrap too?

I recall Valve making a big deal about it's Portal 2 connectivity between consoles and PC.

Nintendo being super jews and only selling challenges created around their games' levels but not including the base game itself? I guess that Satellevision or whatever the hell counts towards that.

Nobody really liked Sticker Star but…

A turn-based adventure game where all attack ability is limited to specific-damage expendables for the entire game?

What about Splatoon overall? I know there have been games where you:
-try and cover things the most in your color
-can give yourself added mobility on
-can submerge yourself in liquid for more ammo
-can hide in flat surfaces

-but does any game come anywhere close to blending those features like they are and involve fast-paced action and killing players?

red focus

4 player crew co-op in Monaco: What's Yours is Mine.

Heist/stealth game. Pacman meets MGS.

Pokemon GO and whatever other games that are played in real space overlaid on maps?

Microtransactions?

What No Man's Sky promises, players finding new worlds with numerous and complex variables that are generated (and written on a permanent basis online) on the spot.

That's not new gameplay, it's just a different visual perspective/aesthetic. That's like saying Super Mario Kart and Mario Kart 64 don't use the same trick to make a 2D object look 3D. If you want to cite Guitar Hero as doing something new then why not reference the fake guitar controllers that go along with it?

lesbian sex

Orgasm girl was uploaded to newgrounds in 2004.

elves with downs?

spore did that 8 years ago

Did anyone do infinite voxel world generation ala minecraft before 2007?

It's still after 2007 though.

You never beat it though.

The game I mean.