Posted December 12, 2019
Which paradigms and innovations in video gaming invented great new genres, or redefined entire genres for the better?
(As the title mentions, posts will be heavily subjective. You don't have to agree with anyone.)
I'll start.
Western-style scrolling shmups. The idea that you can fly something that isn't a glass cannon and doesn't fall apart in 1 hit. No stupid color/polarity changing schemes either, just a good old shield/armor/hull defensive system and more firepower customization. The biggest examples that stand out are Stargunner, Raptor, and Tyrian2000 (the greatest game ever in the genre, never to be equaled again). It's a shame that these games largely aren't made any more and most devs go with the Japanese style.
FPSRPGs. The idea that an FPS could be more than a Wolfenstein or Doom clone, instead having an actual story and RPG-like progression. The most prominent early example that comes to mind is the original Deus Ex. While it had no shortage of balance and design problems, it laid the groundwork for the genre.
Early JRPGs. I typically don't have much favor for Japanese video game paradigms (and I would argue that most of them are ruining video gaming), but I also believe in giving credit where credit is due. Back in the old days (late 1980s through late 1990s), the vast majority of Western RPGs were based on some form of clunky, boring, mechanically broken tabletop rules that translate poorly onto computer. Most of these were based on some form or variant of D&D with all of its mechanical failures: martial classes only have regular attack with a few stances, spell memorization, awful clunky broken leveling, broken caster scaling, wretched circus of perpetual missed attacks at low levels, poor class hybridization, random level-up outcomes, UGH!
Japan already had the answer to this well in the works a decade before the West wised up. Fighter-type characters have more than just regular attacks, there's this thing called a "limit burst" where you can switch things up in ways that matter. Forget rolling dice to figure how much extra health you get for level up, the most prominent JRPGs actually balance level-ups properly and far better than their Western counterparts. Dump spell memorization in favor of spell points - a system built from the ground up for video gaming, and ditch ridiculous quadratic caster scaling. JRPGs also fix the circus of perpetual missed attacks - generally, attacks hit by default except if their intended recipient is using an evasion build or buff.
2D action RPGs. Perhaps the West's first real attempt to shake off the shackles of D&D. Combat-focused RPGs with more complex mechanics than just about anything else on the market at the time, and combat outcome largely based on player skill - both ability to fight and set up a build. Randomized loot was another major critical innovation.
Integrating a Diablo-style loot system into an FPSRPG. Started with Borderlands and took off from there. Whoever invented this idea - sir, you are a genius and you deserve to win an internet of your own.
Single-player/multi-character real-time with pause, or at least squad-based combat without multiplayer. Mass Effect and Dragon Age are obviously what comes to everyone's mind, but they were far from the first. This was already a thing with Might and Magic 7. For a more modern experience that isn't shackled to EA/Bioware, you might like Aarklash: Legacy. If you're willing to give up the ability to pause and issue commands, Terra Nova: Strike Force Centauri is an even earlier good example.
Space fighter combat games. I've been playing a lot of Freespace lately, and it's a shame they don't make these games anymore because the control scheme is impossible to adapt for console controllers.
Escape Velocity: Nova (and similar). Open-world 2D ARPG in space.
Combat-oriented platforming games. No instant death from taking damage or falling into pits, instead your character has a health bar and wide-ranging arsenal. My favorite classic example is the Jazz Jackrabbit franchise; more recently I favor modern indie "Metroidvanias".
The original Guild Wars MMORPG (Guild Wars 2 doesn't count). From a purely mechanical and design perspective, I can't think of any other MMORPG that got so many things right. The idea that consumables are bad for balance. The idea that energy and resource generation should be skill-based rather than limited to resting. The idea of having hundreds of skill choices with minimal RNG.
Extreme moddability, defined in my personal dictionary as a synonym for "Elder Scrolls".
Microtransactions for cosmetic-only items. I have no idea why people would pay $50 just to look cool in an online game, although I won't complain since it subsidizes the game, reducing costs for everyone else who isn't totally nuts.
(As the title mentions, posts will be heavily subjective. You don't have to agree with anyone.)
I'll start.
Western-style scrolling shmups. The idea that you can fly something that isn't a glass cannon and doesn't fall apart in 1 hit. No stupid color/polarity changing schemes either, just a good old shield/armor/hull defensive system and more firepower customization. The biggest examples that stand out are Stargunner, Raptor, and Tyrian2000 (the greatest game ever in the genre, never to be equaled again). It's a shame that these games largely aren't made any more and most devs go with the Japanese style.
FPSRPGs. The idea that an FPS could be more than a Wolfenstein or Doom clone, instead having an actual story and RPG-like progression. The most prominent early example that comes to mind is the original Deus Ex. While it had no shortage of balance and design problems, it laid the groundwork for the genre.
Early JRPGs. I typically don't have much favor for Japanese video game paradigms (and I would argue that most of them are ruining video gaming), but I also believe in giving credit where credit is due. Back in the old days (late 1980s through late 1990s), the vast majority of Western RPGs were based on some form of clunky, boring, mechanically broken tabletop rules that translate poorly onto computer. Most of these were based on some form or variant of D&D with all of its mechanical failures: martial classes only have regular attack with a few stances, spell memorization, awful clunky broken leveling, broken caster scaling, wretched circus of perpetual missed attacks at low levels, poor class hybridization, random level-up outcomes, UGH!
Japan already had the answer to this well in the works a decade before the West wised up. Fighter-type characters have more than just regular attacks, there's this thing called a "limit burst" where you can switch things up in ways that matter. Forget rolling dice to figure how much extra health you get for level up, the most prominent JRPGs actually balance level-ups properly and far better than their Western counterparts. Dump spell memorization in favor of spell points - a system built from the ground up for video gaming, and ditch ridiculous quadratic caster scaling. JRPGs also fix the circus of perpetual missed attacks - generally, attacks hit by default except if their intended recipient is using an evasion build or buff.
2D action RPGs. Perhaps the West's first real attempt to shake off the shackles of D&D. Combat-focused RPGs with more complex mechanics than just about anything else on the market at the time, and combat outcome largely based on player skill - both ability to fight and set up a build. Randomized loot was another major critical innovation.
Integrating a Diablo-style loot system into an FPSRPG. Started with Borderlands and took off from there. Whoever invented this idea - sir, you are a genius and you deserve to win an internet of your own.
Single-player/multi-character real-time with pause, or at least squad-based combat without multiplayer. Mass Effect and Dragon Age are obviously what comes to everyone's mind, but they were far from the first. This was already a thing with Might and Magic 7. For a more modern experience that isn't shackled to EA/Bioware, you might like Aarklash: Legacy. If you're willing to give up the ability to pause and issue commands, Terra Nova: Strike Force Centauri is an even earlier good example.
Space fighter combat games. I've been playing a lot of Freespace lately, and it's a shame they don't make these games anymore because the control scheme is impossible to adapt for console controllers.
Escape Velocity: Nova (and similar). Open-world 2D ARPG in space.
Combat-oriented platforming games. No instant death from taking damage or falling into pits, instead your character has a health bar and wide-ranging arsenal. My favorite classic example is the Jazz Jackrabbit franchise; more recently I favor modern indie "Metroidvanias".
The original Guild Wars MMORPG (Guild Wars 2 doesn't count). From a purely mechanical and design perspective, I can't think of any other MMORPG that got so many things right. The idea that consumables are bad for balance. The idea that energy and resource generation should be skill-based rather than limited to resting. The idea of having hundreds of skill choices with minimal RNG.
Extreme moddability, defined in my personal dictionary as a synonym for "Elder Scrolls".
Microtransactions for cosmetic-only items. I have no idea why people would pay $50 just to look cool in an online game, although I won't complain since it subsidizes the game, reducing costs for everyone else who isn't totally nuts.