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News November 5, 2007, 11:17AM EST

50 Greatest Game Innovations

(page 2 of 8)

Avatars with independent personalities required you to identify with someone different from yourself, but they increased the dramatic possibilities in games enormously. Best-known early example: Pac-Man, 1980 (if you can call that a personality; otherwise, Jumpman, aka Mario, in Donkey Kong, 1981). Possible first use: Midway's Gun Fight coin-op, 1975.

5. Leadership.

In most party-based RPGs and shooters like Ghost Recon, you can control any of the characters individually, but that's not really leadership. The true challenge of leadership is delegating to others who might disobey you, especially when you have to take over an existing team without any choice about who's in it. The strengths and weaknesses of your people determine how well they succeed at the tasks you give them, so judging their characters and abilities becomes a critical skill. A little-known but excellent example is King of Dragon Pass, 1999. Best-known early example: Close Combat, 1996. First use: unknown.

6. Diplomacy.

Not new with computer games—the board game Diplomacy was first published in 1959. The big problem for computers has always been making credible AI for computer opponents, but we're starting to get this right. As with leadership, diplomacy is more about judgment of character than counting hit points. Best-known early example: Civilization, 1991. Probable first use: Balance of Power, 1986.

7. Mod support.

Modding is a form of gameplay; it's creative play with the meta-game. The earliest games weren't just moddable, they were open-source, since their source code was printed in magazines like Creative Computing. When we began to sell computer games, their code naturally became a trade secret. Opening commercial games up to modding was a brilliant move, as it extended the demand for a game engine far beyond what it would have been if players were limited to the content that came in the box. Best-known early example: Doom, 1993. Probable first use: The Arcade Machine, 1982, which was a construction set for arcade-like games. Purists may debate whether construction set products count as moddable games, but the key point is that they enlisted the player to build content—long before "Web 2.0" or indeed the Web itself.

8. Smart NPCs with brains and senses.

In an early 2D turn-based game called Chase, you were trapped in a cage filled with electric fences and some robots trying to kill you. All the robots did was move towards you. If you could get behind an electric fence, they'd walk into it and fry—and that was the sum total of NPC intelligence for about ten years. Then we began to implement characters with vision and hearing and limits to both. We also gave them rudimentary brainpower in the form of finite state machines and, eventually, the ability to cooperate. Some of the most sophisticated NPC AI is now in sports games, where athletes have to work in concert to achieve a collective goal. I consider this a design feature, as it's something designers asked for and programmers figured out how to implement. First use: unknown.

9. Dialog tree (scripted) conversations.

Early efforts to include interactive conversation in computer games were pretty dire. The parsers in text adventures were okay for commands ("GIVE DOUGHNUT TO COP") but not for ordinary speech ("Hey, mister, do you know anybody around here who can sell me an Amulet of Improved Dentistry+5?"). With a dialog tree the game gives you a choice of pre-written lines to say, and the character you're talking to responds appropriately. If the game allows it, you can role-play a bit by choosing the lines that most closely match the attitude you want to express. Written well, scripted conversations read like natural dialog and can be funny, dramatic, and even moving. The hilarious insult-driven sword fights in the Monkey Island games are sterling examples of the form. First use: unknown.

10. Multi-level gameplay.

With a board game everything usually takes place on the same board, as in Monopoly or Risk. Computer games (and tabletop RPGs) often let you switch between two modes, from high-level strategy to low-level tactics.

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