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Is there some kind of list about which game did what first? If

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Thread images: 12

Is there some kind of list about which game did what first? If not can we attempt to make one by trying to find out what games were the first to have features we can think of?

As an example of what I mean I have seen the question of what was the first game to feature wall jumping occasionally pop up here on /vr/ which has usually been answered with either Batman or Ninja Gaiden for the NES. If these are the candidates the title obviously goes to Ninja Gaiden as it came out before Batman. I have also seen Ocarina of Time often being credited as the first game to have "Z-targeting" but I'm pretty sure you could argue that Mega Man Legends had similar feature and come out before OoT. However were either of those games the first to have these features or were there other lesser known games to have similar features before them?
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If there isn't one we could try to make one.

First game to do double jumping was Dragon Buster.
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Which was the first JRPG to have a plot centered around corrupt church/religion? Pic related is the oldest one I can think of.
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Who the fuck cares who did what first?
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>>3570330
Reminds me.

In SaGa 1, God creates a tower to test people and when you get to the top and hear that's what it was all about you decide he's a douche for doing so and murder him.
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Does anyone know what the first game to award S-ranks was?
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>>3570343
>Pic related
>Tfw S stands for Special.
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>>3570316
>"Z-targeting"
I think that Tomb Rider did it first.
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>>3570337
Who did it better is more important.
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>>3570316
How do you really draw the line for a feature or mechanic though? It's like some people will call Dune 2 the first RTS, while others will point to Fortress and older things despite them missing modern mechanics. Or claim that Wolfenstein was the first FPS when there had been wireframe first person combat games before that?

Game mechanics are really a continual evolution of previous ideas, it's pretty rare that something totally new will be created without adapting previous methods and evolving them.
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>>3570340
>Creator makes several worlds, creatures that populate them, and creates difficulties and challenges for them.
>Said creations eventually overcome these challenges.
>Surprised when the creatures he put through hardships and fought their way to the top of his tower continue to use the same method that got them there and proceed to cut him in half with a chainsaw.

Really didn't think that one through, or didn't expect anyone to reach the top of the tower and was simply dancing as fast as he could.

Also, I'm still curious what was beyond the door left unopened. I mean, I know the entire point was that to go through it would mean the party would just wind up in another world, doing the same things they had been doing, and continuing on indefinitely, but still.
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>>3570316
Innovations in ARPG genre:
Active Battle System - 1984 - Dragon Slayer Morality System - 1985 - Xanadu Non Linear Platformer RPG - 1985- Xanadu
NPC React Differently Depending On Your Alignment - 1985- Hydlide
2 Co Op Action Based RPG - 1986- The Tower of Druaga, The Return of Ishtar
Permanent Power Up/Move Expansion -1986- Deadly Towers
Mini Map -1986- The Legend of Zelda Recharging Health - 1987 - Ys
World Map/Side Scrolling RPG -1987- Links Adventure
Non-Linear Free Roam RPG -1987- Legacy of The Wizard
Day and Night Cycle -1987-Castlevania 2 Persistent World -1987- Castlevania 2
Multiple Endings -1987- Castlevania 2
Free Roam Multiplayer -1987- Euphory
Fully Customizable Party Creation -1987- Sorceian
Class Based Puzzles -1987- Sorceian
Quest Selection -1987-Sorceian
Episodic (ie Walking Dead) -1987- Sorceian
In Game Clock Setting -1987- Super Hydlide Hunger and Sleep Meter -1987- Super Hydlide Weight System 1987 Super Hydlide
In Game Time Travel 1987 The Magic of Scheherazade
Real Time Solo Combat/Turn Based Team Combat(Multiple Battle Systems) - 1987 - The Magic of Scheherazade
Team Based Attack - 1987 -The Magic of Scheherazade
Conversation System/Dialogue Choice - 1987 - Cosmic Soldier: Psychic War
Ally Recruitment Through Dialogue Choice - 1987 - Cosmic Soldier: Psychic War Choice
To Murder Or Spare Enemies - 1987 - Cosmic Soldier: Psychic War
Persuade Enemies Out of a Fight - 1987 - Cosmic Soldier: Psychic War
Fast Travel -1989 - Ys I
Action Based Fighting In RPG -1989- Rivet City Ransom
Sandbox Game -1989- Rivet City Ransom
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I think this was the first game to use a character development system where you improved your stats by using certain actions (fighting raises strength, casting raises intelligence, dodging raises agility etc)
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This was probably one of the few games to start the hybrid genres. And maybe of the few sci-fi games to have a female protag during that time.
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>>3570365
Like many of these issues it highly depends on what you thinks counts as an example. Tomb Raider lock-on, for example, locks the camera view, but doesn't change your controls. You move around with the same tank controls as the rest of the game. Z-targeting in Zelda changes your controls so that moving left or right will circle you around the locked target.

>>3570337
The question is interesting from a historical perspective. It's nice to see a timeline of how features appeared. But yes, it's stupid when people turn this stuff into a pissing contest.
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>>3570330
you fight the abrahamic god in Megami Tensei 2
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>>3570334

giving you a (You) out of pity.
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>>3570316
>>3570330
>>3570334
>>3570343
>>3570459
>>3570470
>>3570692
Very Interesting :D
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>>3570330
Ultima 7 early 1992
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>>3574061

Ultima's WRPG
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>>3570337
It's not about saying "oh X is so good because it did it first", it's about understanding games better. If you don't like older video games and learning about them, maybe you shouldn't be posting here?
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>>3570692
https://www.youtube.com/watch?v=9n6I1KPxOfE
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Perfect Dark: first game with "bullet time" (not Max Payne as some seem to think).
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What was the first game to call your number of attempts "lives?" Or first referwnce to the concept? Can't find a source for this anywhere, surprisingly.
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>>3570334
Space Panic isn't a platform game because it lacks jumping.
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>>3570459
>Legend of Zelda
>River City Ransom
>RPG
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I think this was the first game to use a GF(Guardian Forces) junctioning system where you improved your stats by Junctioning magic drawn from monsters to them
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>>3576895
SaGa had robots improve by equipping things in a manner different from humans, which is a similar concept
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>>3576906
For all the shit it gets I liked VIIIs fighting system. Its the worst ps1 ff gameplay wise but not by much. I think a lot of the hate stems from people who like me on their first playthrough thought the only way to play was endlessly spamming summons
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>>3576912
>I liked VIIIs fighting system
You should since FFVIII uses the exact same battle system as all FFs from IV to IX use and it's more than fine in all six of them.

Anyway what is the first RPG to feature "limit break" type of attacks? Before you guys say FFVII do remember that in FFVI there is a small change of characters doing a "desperation attack" when using the fight/attack command while low on HP which could be argued to be "limit breaks" of FFVI characters.

https://www.youtube.com/watch?v=wt7c5-4kOBQ
To this day I find it interesting that many people don't know the existence of these attacks. Then again given how easy game FFVI due many overpowered attacks you have on your disposal (especially later on) you never have to rely on these and they are somewhat rare even if you try to do so.
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>>3576912
>I think a lot of the hate stems from people who like me on their first playthrough thought the only way to play was endlessly spamming summons
It was actually people who didn't know how to junction and only had attack and items. Junctioning is retard-tier easy and the game tells you exactly everything you need to know right away in maybe four sentences.
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>>3576895
It's basically the esper system from FFVI though.
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>>3577628

I don't read manuals. Beat FF7 without discovering the skip command or the change between single target or wide for magic.

Nope, never heard of junction, and noone else of my friends who played FF8 knew about it either. It's a crap system if it isn't self explanatory.
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>>3574061
Interesting because in that year dq5 was released, wth a reminiscent plot.
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First time you could crouch in a first-person game was in System Shock 1 on DOS I'm pretty sure
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>>3571467
>Like many of these issues it highly depends on what you thinks counts as an example. Tomb Raider lock-on, for example, locks the camera view, but doesn't change your controls. You move around with the same tank controls as the rest of the game. Z-targeting in Zelda changes your controls so that moving left or right will circle you around the locked target.
>Move
If that's the description then first MML doesn't count. You can't move when locking on to an enemy.
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The Legend of Zelda makes a lot more sense when you realize it pulls a lot of things from Adventure.
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>>3570459
Where is this list from?
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Funny I'd see this thread, I was wondering about something related earlier today.

Anyone know what the first action game with bosses was? That is, a game that wasn't an rpg. I can't think of anything before the Bowsers in Super Mario Bros but there had to have been stuff before that.
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Correct me if I'm wrong, but it seems that Atelier Marie, first game on the Atelier series, plain invented crafting on videogames. In the case I'm wrong correct me.
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>>3576847
look closer
that's Rivet City Ransom
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>>3581710
There was crafting in SO1 and all the Tales of games AFAIK. Not sure about westeros gamus.
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>>3582052
I know Wizardry had customization at some point but did it have crafting from raw materials?
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>>3577601
FFVII limit breaks were based on IP attacks in Lufia 2
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>>3575382
Oh that's hella fucking great.
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>>3577601
the desparation attack system was terrible but it did serve to inspire the limit break system in VIII, which I loved
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>>3570384
Pssst.... It's just a game.
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What is the first game that had one of these fake 3D maze things?
Thread posts: 49
Thread images: 12


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