Link.
I had to use two posts because the whole article won't fit into one.
10: Accomplishment Rewards (Achievements)
Other than showing off or having a touch of OCD there was no reason to get 100% completion in a game. There was no real reason to use a weapon other than the one you had grown comfortable with, or use a different move-set when dispatching a group of enemies. You got nothing bar a couple of points for pulling off moves with grace and flair and worse still you couldn't show the world just how good you were. Then Microsoft's Live "Achievements" came around, offering you gamer points for performing well in videogames. It changed the way people played games, even if you don't think you go after achievements I'm sure most of you figured "I'll just change my weapon here so I get an achievement for killing 30 enemies with it" or maybe thought "yes I'll play through the game on a harder difficulty section to get the achievement because my friend has". That's the beauty of it, while on its own the additional gamer points are nothing more impressive than a high-score on a leader-board; your score is displayed next to your name for the world to see. Connect online and everybody can see just how good you are at gaming which of course leads you to revisit games to get those "easy" achievements and before you know if you've started competing against people, comparing their games to yours and seeing just who comes out on top. I'm sure there are many of you thinking "well this isn't me, I don't care about them" but many people do, I think it was a year after Xbox Live got Achievements when the PSN suddenly got "Trophies", which while legally completely different is extremely similar. Sony isn't the only one that copied, Nintendo has tried it in a couple of games like Metroid Prime 3 and developers seem to love the idea so much that they'll include achievement-like rewards on the Wii when it has no support, like in the Wii version of Prince of Persia: Forgotten Sands. They're still fun to attempt but because they're locked in a single game if just fails to capture what it's like on the other consoles.
So what's it done for gaming? Accomplishment Rewards adds greater challenge to games, it forces people to play through them again in different ways and it generally helps them appreciate their games more. It also creates friendly rivalries and competition which gamers are hard-wired for. Remember the more play time you get out of a game the better value for money and to top-it-all, it's all extra; no reason to do it at all.
9: Downloadable Content Since the advent of the internet people have thought, and perchance dreamt, about getting free content for their favourite games. PC gamers have been creating their own maps and mods for their favourite games since before consoles even realised the potential of connecting to the interwebs. It was really this selection of dedicated fans that make the game developers think "what if we could do that for all of our games, wouldn't that be cool?" The Dreamcast was the first to provide Downloadable content as we know it. The service was very limited as the Dreamcast had no built-in hard drive and internet connections throughout the world were still predominately using 56K modems. As such most of the content was menu themes, an additional weapon or two and maybe a new maps if you were lucky, all for free, but the seeds of the future were sown. Then it happened, in 2002 the game Mech Assault charged the user for downloading the additional content. This of course make all developers much more interested in the whole DLC scene and the next generation (this one encase you're not following) it became the norm to release extra stuff for a "small" fee. Of course with the case of Guitar Hero and the Rock band series it also means that the game will always be up to date. Downloadable Content now allows developers to play around with their games long after deadlines, improve on things they just didn't have the time for and really push the boundaries after they've already got their pay checks. For the end user that can mean brand new campaigns, more multiplayer maps, additional challenges and missions, weapons, costumes, different modes or maybe just an unlock code. DLC can be a force of good for the gamer, providing additional content they crave for their favourite games or a force of greater capitalism. Where developers, publishers and (in the case of Microsoft) even the service providers can and do abuse the system to make players pay for ridiculous things or things that they already technically own. Love it or loathe it, it's here to stay.
So what's it done for gaming? Downloadable Content is really quite simple, it gives players what they want; more of the games they love. It allows developers a way to carry on with their games and get it to the consumer without the need or hassle of releasing a sequel or expansion pack. Provided it's used correctly it gives everybody what they want but there are times when I worry this innovation will also be the downfall of gaming as we know it.
8: Lock-On Target System1998, that's when the world first got to experience the abilities to lock the camera onto an enemy and then skilfully dispatch it in a blur of sword strokes. It was a ground breaking game that gave us the abilities and everybody (and I mean everybody) loved it. I'm of course talking about The Legend of Zelda: Ocarina of Time. Naturally it wasn't the only revolutionary technique the game brought to the table, it also founded the 3D adventure genre we know and also contextual based buttons that the Assassin's Creed series is such a fan of but the Lock-on system was sheer brilliance. After the jump from 2D graphics to 3D, game developers all over had one major problem; the camera. Before you had it fixed showing a cross section of the world or you fixed it behind showing the world in front but now with the ability to freely move around in all three planes everything became a bit harder. Then how do you get players to look at what you want, how do you provide a good view in combat and yet not restrict control from the player. The solution, provide a system where the player themselves are alerted to areas of interest and then give them the option to zoom in on them and focus the camera on them. This had the dual effect of providing a good view of the attack but also aimed the character towards the enemy (or object) so you weren't just randomly waving your sword around near enemies in the hopes of hitting them. Pretty much every game now has a form of lock-on. From the current Zelda, to Fallout 3, from GTA IV, to Red Steel 2. You probably don't even realise you're doing it anymore it's become such a natural response, see enemy, press button and then let loose the dogs of war as all your attacks head in the direction you wanted it to.
So what's it done for gaming? It provided a reliable, adaptive and durable camera. This in turn made games a lot more fluid and fun. Everybody copied it and out of it brilliant games where made, simple as that.
7: 3D GraphicsBy the 90's the world was ready for a new generation of consoles, and with it a new way of viewing games. We wanted fully rendered 3D landscapes and any game that didn't feature them, well we weren't going to buy them. Sure games like Star Fox and Virtual Fighter did manage 3D gaming environments beforehand this was when all the big boys appeared. Mario 64 on the N64, Sonic Adventure on the Dreamcast(okay the DC is 6th gen), Tomb Raider for the Sega Saturn and Crash bandicoot for the Playstation. They showed the world just what was possible with the ability of a third plane, and as the Lock-On System above showed it wasn't without its problems. Many games just couldn't manage the transition, developers that make excellent 2D games just couldn't get their heads around this new scary 3D world and there were a lot of very poor games made as everybody struggled to keep up with the advancing technology. It was worth the hassle though, with this new age of gaming everything opened up. The traditional RPG suddenly exploded with possibilities when Finial Fantasy VII appeared. As mentioned the action/adventure genre was created with Zelda: OoT, platforming was brought up to new heights with Mario 64. Then the fledgling FPS on the home consoles was born and Goldeneye showed the world the future with its excellent multiplayer.
So what's it done for gaming? 3D gaming forced every genre to evolve and adapt or die out. The result is the games we play today, I don't think I have to say anything more.
6: D-PadIt's hard to imagine a world without the humble D-pad, really, I wasn't born before it appeared on the scene and probably many of you weren't either (first appeared in 1982 if you want to know). Before that games either made do with separate buttons controlling your direction or bulky joysticks. This was no good for Nintendo's Gunpei Yokoi, he required something small and easy to use in his "Game and Watch" series. Seeing something similar used on the game "Cosmic Hunter", on Milton Bradley's Microvision portable console, Gunpei Yokoi adapted the control scheme to that of a single pad on top of four buttons that controlled a characters movement. This provided precision control just by using just your thumb with the added bonus of being small and only slightly protruding out of surfaces. The D-pad became the staple of control for all consoles afterwards, all Nintendo products used it, including the NES and Game Boy. And while the D-pad has since been over taken (keep reading) Yokoi's legacy lives on, I can look and see a D-pad proudly placed on the Wiimote, on the Xbox 360 controller and a similar looking set of four buttons on the PS3 controller. Not forgetting the fact that despite the touchscreen and new analogue stick there is still one on the new 3DS.
So what's it done for gaming? Provided gamers with a standard and easy way to control every character in every game. No longer would they need to learn different button combinations or deal with stubborn joysticks, they could just pick up and play.
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