Revolutionary game concepts that never caught on

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ulterior motive

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Feb 19, 2009
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So one thing I've noticed about modern video games, is that once a game does something well and/or makes a lot of money with it, it gets totally copied by nearly every other game in that genre. I guess a good example is the recharging life/shield in Halo, using the 3D plane and mouse in Quake, or the control scheme of Street Fighter II. It's not a bad thing necessarily, it's just how genres evolve.

I'm definitely more of a casual gamer who plays games for the experience more than for honing "hardcore skills" or anything like that, so sometimes I'll see something really cool in a game and wonder why it never caught on.

The one I always think of is how impressed I was when I played Dead or Alive 3 for the first time. I'm not really a fan of the series, but I thought the idea that the environment was always changing made it feel like some cool action movie brawl and less like a sterile 1v1 fighting game. Kicking a guy through a window, then fighting on the balcony/roof, getting thrown to the ground and continuing the fight there was the coolest shit ever to me. This was even somewhat done in a Mortal Kombat II level, and even some levels in Street Fighter II had boxes that you could throw people against to feel just a little bit cooler.

Yet, for the most part, I've never seen other games really copy this, and I don't know why. Maybe fighting games tend to have lower development budgets, and most of it goes into balance (this would explain why Capcom's games tend to have horrendous music and so few levels to play in), I don't know. But I know that I'm way less interested in fighting games than I was 10 years ago because they feel way too influenced by other fighting games and less influenced by, well, fighting. It just always surprised me that concepts like this never caught on.

What are some others?
 

SimuLord

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Aug 20, 2008
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I wonder if quick time events will stick. I mean, they're hardly ever used these days...
 

Distazo

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I always thought that the semi-turn based/semi time based RPGing in the Chrono Trigger series was incredibly unique. I wouldn't mind a few modern RPGs stealing that one.
 

ShadowPen

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Dunno if this is related, but I'm beginning to realize that modern games sacrifice fun for realism. Example: I don't like modern FPSs, just feel like they're all the same with updated graphics. But back in the day, they were fun. Doom, despite having a story about hell on earth (the moon?), it had colorful graphics that kind of added a level of irony. Same with Wolfenstein 3D. The first boss shouted Gugentag (or however its spelled, a german greeting) before shooting you to death...
 

ulterior motive

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pantsoffdanceoff said:
WWII, they made a few games about it but it never seemed to catch on.

Someday I hope my dream will come true and someone will FINALLY make a WWII first-person shooter. I guess I'll have to keep waiting...SIGH.
 

Fenring

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I always liked the idea that once a character died they were always dead (see Fire Emblem) if it happened in KotOR or another squad based RPG it would make it incredibly hard, but I would definitely enjoy the challenge. Maybe an extra game mode in which enemies were more sparse.
 

GDW

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What about lives for a player's character? You know, like, things that let you continue on even after you fail at some point?
I think those'd be keen.
 

Ballistic Bum

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ShadowPen said:
Dunno if this is related, but I'm beginning to realize that modern games sacrifice fun for realism. Example: I don't like modern FPSs, just feel like they're all the same with updated graphics. But back in the day, they were fun. Doom, despite having a story about hell on earth (the moon?), it had colorful graphics that kind of added a level of irony. Same with Wolfenstein 3D. The first boss shouted Gugentag (or however its spelled, a german greeting) before shooting you to death...
I completely agree. Games today are so focused on graphics and realism. Back in the day, it was all about fun with games. Games shouldn't have to look beautiful and seem real to be great. Too many games are doing this nowadays. I'm not saying having great graphics and realism take away from the fun, I'm just saying that sometimes the elements of graphics and realism almost overwhelm the fun in a game. A game can most certainly have all three elements and be great. The only way a game can have an overwhelming element and be great is if fun overwhelms graphics and realism. That's just my opinion.
 

Distazo

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Ballistic Bum said:
ShadowPen said:
Dunno if this is related, but I'm beginning to realize that modern games sacrifice fun for realism. Example: I don't like modern FPSs, just feel like they're all the same with updated graphics. But back in the day, they were fun. Doom, despite having a story about hell on earth (the moon?), it had colorful graphics that kind of added a level of irony. Same with Wolfenstein 3D. The first boss shouted Gugentag (or however its spelled, a german greeting) before shooting you to death...
I completely agree. Games today are so focused on graphics and realism. Back in the day, it was all about fun with games. Games shouldn't have to look beautiful and seem real to be great. Too many games are doing this nowadays. I'm not saying having great graphics and realism take away from the fun, I'm just saying that sometimes the elements of graphics and realism almost overwhelm the fun in a game. A game can most certainly have all three elements and be great. The only way a game can have an overwhelming element and be great is if fun overwhelms graphics and realism. That's just my opinion.
Case in point: Saint's Row Two, Bioshock, and Assassin's Creed. The last two in my opinion were incredibly entertaining but had spectacular graphics. SR2 kind lacked on the graphics but there was virtually no realism and had some of the most sadistic psychopathic fun of any game I have ever played.
 

willard3

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There have been a few fighting games with tiered levels (Tekken 4 and Mortal Kombat Deception and Armageddon, for instance), but Dead or Alive 3 and 4 did it the best. I've owned DOA4 since October, and just a couple weeks ago found a completely new area to bash people through. I was playing with someone else, we got knocked down two sets of stairs and over a balcony, so I said "well looks like we're not going anywhere else" and then we get knocked through a wall and into a cave I had never seen before. Nice.
 

willard3

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harhol said:
Fighting games aren't usually made with background scenery & destructible environments because it takes away the sense of perfect 50/50 balance between two opponents. A fighter which is perceived to be unbalanced is unlikely to be popular.

Personally I think it's a shame that the Bushido Blade series never caught on. Competitive matches between skilled players would be awesome.
LOVED Bushido Blade.
 

Wintermantis

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Jan 26, 2009
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when it comes to fps I generally like the ones that have nonrealistic weapons but you rarely ever see games like this and a lot tend to have 3 to 4 guns
 

calingido

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I'd really like to see the combat system from Grandia II make another comeback. You had to plan your moves and watch your enemies move before striking. If you were good, you would never have a difficult boss fight (also because all the final fights were freakishly easy). A good concept, I think a lot could be taken from it.
 

Firia

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Colony Wars on the PS1 was a space flight game. Kind of like what the Vipers in Battlestar Galactica do. Each level had a special kind of ship to fly, and success or failure of the mission yielded a different mission next. If your ship blew up, the mission was a failure, but the game contenued to a new mission.

So many games demand total victory, that the idea of occational failure doesn't seem to cross the minds of those dictating game development. It's used only on occation, but it never seems to stick.
 

RavingLibDem

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CrimsonAssassin said:
I always thought that the semi-turn based/semi time based RPGing in the Chrono Trigger series was incredibly unique. I wouldn't mind a few modern RPGs stealing that one.
tales of symphonia kinda did that, real time battles!
 

Dr Spaceman

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CountFenring said:
I always liked the idea that once a character died they were always dead (see Fire Emblem) if it happened in KotOR or another squad based RPG it would make it incredibly hard, but I would definitely enjoy the challenge. Maybe an extra game mode in which enemies were more sparse.
The Baldur's Gate games would either permanently kill one of your characters or "incapacitate" them, depending on how much damage they sustained when their hit points fell below zero. It keeps the game moving a little quicker if you don't have to reload to prevent a character's death or go back to town to revive a lost character. But yeah, it takes a lot of the challenge out.