ITT revolutionary game designs

ITT revolutionary game designs.

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Being able to charge a grenade throw as well as time the fuse. Before that it was just a constant arc and no pause before a toss.

Making your selection flip over in menus: so let's say you had a list of 20 items (vertically) with 1 being the one at the top and 20 at the bottom, you could just press up when 1 is selected to drop down to 20 immediately.

Semi/full auto fire selection on guns

Gun customization

quake, doom, half life and their clones invented almost half the shit in games today

Save/load function. It allowed games to last longer than a single session at the arcade.

Pause function. Also the cover system hurt games in the long run when devs try to shoehorn it in every other game that didn't need it and would be funner without it.

>fps' invented half of the features utilized in gaming today
>fps' don't even use a third of the features utilized in gaming today

i think it was return to castle wolfenstein enemy territory beta where if you cooked a grenade then ran forward and threw it the grenade would go further than just standing and throwing. they unfortunately changed it for the full game though

Revolutionary game designs were those that spawned endless copycats and set new trends in gaming.
So Doom, Quake, Dune 2, Tomb Raider, GTA3, Gears of War, DayZ, PUBG more recently.
There was usually one title that created a whole trend that later crystalized into what we know as a specific sub-genre today.

Loading screen mini-game

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Real-time weapon change

As opposed to turn-based weapon change?

You can attack AI controlled enemies with weapons like a gun or a sword giving you opponents to overcome.

Did you not increase the arc to make the grenade detonate at impact?

Procedurally-generated terrain

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>hiding behind objects so they can't shoot you

Isn't that cheating?

Lootboxes easily.

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running in fps games. and aim down sights in fps

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The ability to freely look around, as opposed to fixed camera movement

I loved gauntlet legends in the arcade because you could create a profile to save your char and keep you progression

real time turn based combat

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just noticed the warrior is called fighter in this
why

it was always called fighter in japanese.

what game faggot

shadowbringers

active reloads

More like menu-based weapon change

Bullet customization

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so circa 1982?

Someone post this God of War shit

bsp

what game

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Being able to change which shoulder you're aiming over in third person shooters.

Gachapon was better. Loot boxes are a second hand copy.

Historically accurate battles

possess enemies to progress

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Making a niche game and then making said game pay to win so there's no choice but to pay or leave

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sauce

half life is best, hold grenade and cook it infinitely, but as soon as it leaves your hand it explodes in your face

Non-binary gender choices

blind firing was the coolest shit I'd seen from Kill.Switch

Dungeon Keeper, at the time, was a huge breath of fresh air in to the RTS genre. Fog of war was literal dirt you had to dig through, you could possess troops to get a different view of the battlefield...
Good times. Good times.

>shadowbringers
thanks nigga

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...

I wouldn't call it revolutionary, but I really liked that the combat system wasn't just pressing a button and doing a lot of damage, you actually had to
input correctly the buttons or you would deal less damage. Also being able to dodge or repel attacks by pressing the button at the correct time was cool too.
I don't know if any other RPGs does this too.

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