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Thread: Game design origins discussion

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    _-_-_-_-_-_-_-_-_-_-_-_-_ Master of Shinobi NeoZeedeater's Avatar
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    Default Game design origins discussion

    One of the aspects of video game history that really interests me is the evolution of game design. I like trying to figure out where certain gameplay (or visual or other) elements originated.

    This thread is for those wanting to discuss the origins of these kind of things. Here are some examples of what I'm talking about:

    Dragon Buster (arcade, 1984) is the earliest game I know of with a double jump.

    Tron Deadly Discs (Intellivision, 1982) is the oldest game I can think of where you control a character that can block attacks. It's also the earliest I can think of where your character slows down from injury. It (or the first Tron arcade game) might also be the first movie licensed game that was made alongside the movie's development.

    The Goonies (various computers, 1985) is the earliest example that comes to mind for me of an action-adventure game where you switch between different characters to solve puzzles (like in some Resident Evil games).

    Know of any older games that do these things?

    Are there any other aspects of game design where you're curious about the origins and want to discuss?
    Last edited by NeoZeedeater; 12-11-2011 at 02:39 PM.

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    Dragon Buster was also the first game to use a Life Bar(Vitality).

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    I'm a pretty big fan of "Breakout" or "Block Kuzushi" ball and paddle type games.
    Of course we all know it started with Pong, and Arkanoid is the most recognized "modern" version of the genre, but there are numerous lesser known variations out there. Multiball was probably borrowed from pinball. I wonder about any lesser known ball & paddle games which may have introduced power-ups and other variations before Arkanoid.

    Surprisingly, I got to play an original Sega "Carnival" cabinet last night, and while that style game probably is more closely related to Space Invaders, It really felt to me that it played like a ball & paddle game (much like Quarth feels more like a ball and paddle game to me rather than a shmup)

    Stuff like Megumi Rescue on the Mark III and Kaboom on 2600 also feel to me as though they have their roots in ball & paddle type game. Come to think of it, some of Nintendo's Game & Watch releases used the catch, or rebound, the falling object play mechanic.

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    I've been thinking about this a bit more lately since August, when HG101 posted a list of who-did-what-first sourced from a German magazine.

    I'm particularly curious about who pioneered "climbing up the sides of walls" in platformers. The earliest I know of is Fire Rock, an incredibly infurating FDS game from 1988, but that seems pretty late.

    I'm also kind of curious about the evolution/trends of first person shooters in the past 10 years or so. I play lots of old single player FPS's, and most of the (relatively) modern demos I've tried on Steam (DNF, Call of Juarez Bound in Blood, Bulletstorm) have a sort of vaporous feeling to them. Like, I can't even remember much about them after playing. What happen?

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    Quote Originally Posted by eddiespruce
    Dragon Buster was also the first game to use a Life Bar(Vitality).
    Kung Fu Master is from the same year although 1984 seems like it would be a little late for that to be introduced. I suppose Smurf on Colecovision sort of had a life bar but it's a bit different in that it's more of a timer that shrinks.

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