When the dominant gameplay paradigms get OLD

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Mass market video game history can be divided into a few major phases defined by the dominant design/gameplay mechanic in use, which got overpopulated, overexposed and boring, creating a desire which created the next paradigm, typically building on the conventions of older games which touched upon but did not completely fulfill the possibilities of the underlying mechanic. A simple example, off the top of my head, with stages delineated by flagship titles whose conventions later became generic, or nearly so:

1. Galaga (the pseudo-scrolling shmups phase)
2. Super Mario Brothers (the side scroller phase)
3. Street Fighter (the duelling button-masher phase)
4. Doom (the first person shooter phase)
5. ?
6. ???

Some questions - One, what carries over? Is there any predictive mechanism for what the next big style of gameplay is going to be?

Two, why do some types of gameplay (like the above) get widely copied and adopted, even where they're a poor fit for the milieu or goals of the narrative, while other styles seem to never get copied at all (pac-man, katamari)?

You don't even have to agree with my idea that there's a linear flow to this. That part is probably a lot of crap and only there because I have a biological mind which prefers to arrange information as a narrative. I think the second question might be more interesting.

TOMBOT, Thursday, 13 October 2005 14:13 (twenty years ago)

It's an interesting point, and obviously if I could predict number 5 I wouldn't be sat here right now.

i would say though that the FPS stage will probably remain around for still some time as the majority style of favoured gameplay, mainly because it can be applied to a great many themes and it seems developers of them rely on hardware upgrades rather than innovative ideas to improve their products.

You could say Doom is simply Galaga in 3D + rooms.

Ste (Fuzzy), Thursday, 13 October 2005 14:29 (twenty years ago)

fucking hell my grammar is dreadful in that post!

Ste (Fuzzy), Thursday, 13 October 2005 14:35 (twenty years ago)

sheesh i need to get one grammar checker

Ste (Fuzzy), Thursday, 13 October 2005 14:45 (twenty years ago)

It seems to me, unless you're looking from a Doomist PC FPS perspective, that the free-roaming GTA-style simu-platformer has been steadily becoming the dominant form in videogames. Is it only the fact that the mouse is so much better than any joystick for a FPS that there's such a rift between console and PC games? Maybe the mouse being integrated into the FPS was as much a hardware influence than the actual jump into 3D and first-person perspectives in the first place.

antexit (antexit), Thursday, 13 October 2005 14:47 (twenty years ago)

Well surely the Pac-Man paradigm is kinda responsible for all those one-board platform-running games, right? Like all that DigDug / Lode Runner type stuff; it's more like Mario Bros before the advent of jumping, but the one-screen four-direction surely has its roots in Pac-Man.

nabisco (nabisco), Thursday, 13 October 2005 14:51 (twenty years ago)

Fucking server went down and took my post with it. Reiterating:

The games I listed DO all have some things in common

1. Similar pacing: near-constant action with knuckle-cracking breaks between stages - as differentiated from turn-based or even action RPGs
2. Similar primary method of progress: Destroy things which are arranged in a hierarchy - as differentiated from puzzlers or more exploratory titles
3. Similar ratios of reflex/problem solving activity: About 9:1 or greater - as differentiated from tactical or adventure games

There could be lots of little trees like this one, and it could be improved on quite a bit I'm sure. Towards a taxonomy of games?

TOMBOT, Thursday, 13 October 2005 14:56 (twenty years ago)

In Pac-Man you could progress from one stage to the next without ever eating a ghost! And they just come back, 'cause they're fucking ghosts! Lode runner was similar because you could conceivably win at it without burying any of the bad guys, as long as you got all the gold, right? There was no beat the clock, it was all avoidance and collection.

TOMBOT, Thursday, 13 October 2005 15:01 (twenty years ago)

And isn't Katamari a sophisticated iteration of Pacman type gameplay? (I ask in all ignorance since the UK is still Katamari-less).

Don King of the Mountain (noodle vague), Thursday, 13 October 2005 15:04 (twenty years ago)

Collecting shit that's already all over the place except for the places you already collected it? Yes.

TOMBOT, Thursday, 13 October 2005 15:10 (twenty years ago)

RTS coming from Populous/Dune 2/Warcraft/C&C

kingfish superman ice cream (kingfish 2.0), Thursday, 13 October 2005 15:52 (twenty years ago)

1. Galaga (the pseudo-scrolling shmups phase)
2. Super Mario Brothers (the side scroller phase)
3. Street Fighter (the duelling button-masher phase)
4. Doom (the first person shooter phase)
5. ?

This isn't really linear. Galaga doesn't really feed into Super Mario Brothers... if anything, Pitfall feeds into Super Mario Brothers. Pitfall came out in 82 and Galaga came out in 81. Pitfall was pretty popular, but was a home game whereas Galaga was an arcade game first.

Basically, the problem with your list is that there were many games and many genres, even back in the early 80s, and that soup influenced what followed. It wasn't a natural progression from one popular game to the next.

Doom/Wolfenstein 3d seem to me influenced more by, say, Wing Commander than by Street Fighter. Three dimensional space is the key component. Wing Commander feeds back to Star Wars and vector graphics games, not Galaga. Galaga is a completely different track that leads to Gradius and 1942 but also Madden Football, for example.

The trick is to not confuse gameplay with genre, which can be hard.

polyphonic (polyphonic), Thursday, 13 October 2005 16:17 (twenty years ago)

If you replace Galaga with the Atari's Space Invaders, the underlying mechanic stays mostly the same and the home/arcade thing becomes moot

I wasn't saying that Super Mario's gameplay somehow evolved into Street Fighter, that's pretty preposterous (throwing fireballs notwithstanding) - I was saying the side scroller mechanic got run into the ground, and was supplanted by fighters, which then got beaten to death (ha ha!) and were replaced in marquee status by 3D shootemups.

I was trying to find the common threads between the marquee games - commonly these are the titles that find their way into launch flagships for new technology/consoles and become hallmarks, even though usually there are multiple examples of preceding games which did the same basic thing (just not necessarily as well).

TOMBOT, Thursday, 13 October 2005 16:51 (twenty years ago)

really just putting this here as a place-mark for my own thoughts, but if people think it's relevant have at it obv:
the evolution of paradigms -> the evolution of the controller -> the evolution of paradigms

cozen (Cozen), Thursday, 13 October 2005 17:05 (twenty years ago)

where do god games fit in this?

teeny (teeny), Thursday, 13 October 2005 18:53 (twenty years ago)

StarCraft is a God game. Think about it.

TOMBOT, Thursday, 13 October 2005 19:03 (twenty years ago)

haha yeah top-down->isometric perspective.

they're sorta concurrent too, coz there's the rouge->diablo gameplay too (ghosts and goblins or whatever along the way)

+tetrislike.

Sterling Clover (s_clover), Thursday, 13 October 2005 19:16 (twenty years ago)

A taxonomy by function!

* Roguelike
* Tetrislike
* Galagalike
* Paclike
* Utopialike

TOMBOT, Thursday, 13 October 2005 19:34 (twenty years ago)

Paperboy > 720 > Tony Hawk

polyphonic (polyphonic), Thursday, 13 October 2005 19:50 (twenty years ago)

Paperboy > 720 > Tony Hawk

where's Skate or Die fit into this?

kingfish neopolitan sundae (kingfish 2.0), Friday, 14 October 2005 04:45 (twenty years ago)

Chronologically.

polyphonic (polyphonic), Friday, 14 October 2005 05:32 (twenty years ago)

SimAnt = first RTS?

Sterling Clover (s_clover), Sunday, 16 October 2005 01:03 (twenty years ago)

yes, i think that role reversal (ie you set down policy or paramaters or built environment, and the cpu plays not against you but as the population w/in that space, so you = "villain" and it "plays") is an important leap.

what's also interesting is the failure (otoh) of attempts to hybridize, i can remember a late 90s era PC game that tried to combine an fps + rts in that you were an OGRE style tank and you had to call in builds for factories and allies etc that happened around you. not very good, never done again i don't think

geoff (gcannon), Monday, 17 October 2005 04:08 (twenty years ago)

What's the origin of that horrible annoying 'Boss that must be defeated by memorising a pattern and then attacking him during his one vulnerable moment?' I got Ultimate Spiderman and the story missions are that and nothing else, with a bit of 'annoying fly-the-pattern maze where if you deviate from the path you instantly die' tacked on.

I was considering taking it back to the shop, but luckily the non-story games (fight crime as Spidey, go on point-scoring rampage as Venom) are both half-hour-blast fun, so I've got a reason to keep it.

Vic Fluro (Vic Fluro), Monday, 17 October 2005 23:23 (twenty years ago)

Are there any PSP RTS games?

Jonothong Williamsmang (ex machina), Monday, 17 October 2005 23:59 (twenty years ago)


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