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We are alive during a very important time in gaming. The 360 and the PS3 are capable of things never before imaginable on a home console. The Wii, for all its flaws, may revolutionize contemporary control mechanics. And several upcoming games, with (relatively) close release dates, may also do their part in changing the face of gaming.

These games don’t do anything outright revolutionary -- for the most part, many of these games simply take existing genres (the space RPG, the action game, etc) and implement one or two wholly original game mechanics that change the way the entire title is played. With any luck, two things will happen: firstly, the mechanics will be as innovative and useful as they have been hyped to be. Secondly, these mechanics will be adopted by the developer community and large, and we’ll see a lot more of them.

So, do you want to see which five upcoming titles will change the face of video gaming? Of course you do.

Firstly, let it be said that I am not a “tech” guy. I don’t know the difference between 1080i and 1080p. When buying a new computer, I never know which graphic card to purchase. I have only a vague idea as to what a “gigahertz” is. So when I speak of gameplay innovations, I mean exactly that -- innovations relating to gameplay, not just graphics. Things that all players from all walks of life can appreciate. Things that change the way a game is, not just how it feels.

Secondly, this list will also be unranked because I goddamn hate ranking stuff.

Director AI -- Left 4 Dead

left4dead

Question: how do you give replay value to a linear, multiplayer horror game with only a few maps? Invariably, the maps will become stale: players will learn exactly where and when enemies will come from as they memorize the placement of enemy triggers. What was originally a terrifying and suspenseful map soon turns into standard shootemup affair once the map has been fully explored and memorized.

Unless.

Unless unless unless.

Unless you’re the developer behind Left 4 Dead, and you decided to eschew any sort of scripted event triggers in favor of a gameplay innovation that will either revolutionize enemy placement* in video gaming forever, or single-handedly enslave the entire human race through its superintelligence: the Director AI.

The idea is that the Director monitors the assumed “stress level” of the players during any given game. If the survivors haven’t been hit with a zombie attack in a while, he initiates one. If the survivors have been fighting like mad for the past ten minutes, the Director gives them a break and  time to regroup. The Director exists to dole out alternating periods of action and calmness -- peaks and valleys, as the developers so frequently state

Not only that, but the Director determines everything about the attack: not only when they attack, but which types of enemies will appear, and where they will spawn from. If the 411 preview is to be believed, then the Director’s presence makes it so that no two rounds of Left 4 Dead are ever the same. In a game that lives and dies on its ability to terrify the player, what more could you ask for?

Climb everything -- Assassin’s Creed

assasscreed

One of the biggest problems in modern action gaming has been how to define the player’s ability to traverse an environment. For the most part, areas the player can or cannot climb, jump, or grab onto are clearly marked: in the Zelda games, for example, you can only climb walls covered in green vines. Assassin’s Creed don’t play that.

Consider Assassin’s Creed a virtual freerunning game -- every piece of architecture that juts out more than two inches is climbable. Instead of the developers forcefully telling the player where he can or can’t go, the environment is realistically designed and it is up to the player to decide how to use it. You can climb up brick walls, traverse rooftops, and leap from ledge to ledge, without the hand of the developer coming down and either forcing or forbidding you from doing particular things in particular ways.

Up until AC, the most nonlinear “assassination” game available has been Hitman: Blood Money. There are literally dozens of ways to kill a given target in Blood Money, all of which have been meticulously programmed and implemented by the good people at IO Interactive. Now imagine combining the wonderfully varied methods of assassination found in Blood Money with a totally nonlinear method of level transportation, and you’ve got more ways to kill human beings than you can shake a goddamn stick at.

Procedural generation -- Spore

spore

In many ways, procedural generation is simply an extension of everything Will Wright cultivated in the Sim games -- user-created content helped along by an intelligent and dynamic system of rules. In Spore, every single creature animation is developed on the fly by the generator. This not only makes things easier for the developers, who no longer have to individually create every single creature animation, but it creates literally endless possibilities for the player. Want to make a creature with only one leg, or one with its ass where its face should be, and vice-versa? Go ahead -- the procedural generator will figure out how your character will walk, fight, eat, and reproduce.

Spore’s procedural generator makes the entire game a playground for the user: whatever the user can think up, the procedural generator is capable of creating (for the most part). While many developers have attempted to create literal worlds for the player, Spore’s procedural generator is the first gameplay innovation that allows the player to create those worlds without developer restrictions. Not only do your creatures dynamically learn how to walk and kill and screw, but the buildings they create, and the societies they develop, all emerge from their original designs. Races built for combat will become more warlike and create armored buildings and vehicles, where herbivores will create humble homes in their peaceful society.

Not only that, but the lack of developer-created material means that, when the player uploads his or her creatures/buildings/vehicles/worlds onto the massive Spore server where other players can download them, the file size will be incredibly small (only a few KB per item, according to Wright). The procedural generator will not only make single player gaming  more nonlinear and user-defined than ever before, but it’ll make the game’s multiplayer aspects a lot easier to access and utilize.

One-To-One Wiimote Swordfighting -- Uh, something, eventually

wiimote

Alright, I’ll admit that no game in the next year will even attempt to tackle as daunting a task as implementing one-to-one melee combat on the Wii, but it has to happen eventually. At this point, it’s impossible to definitively say if one-to-one swordfighting is even possible on the Wii, but, more likely than not, it’s probable that the Wii can handle it. WarioWare: Smooth Moves showed us that the Wii can handle all different sorts of one-to-one movement (including an actual swordfighting game, though the player is only allowed to block). It’s only a matter of time until one enterprising developer combines all of these different control movements into one quasi-fluid, one-to-one swordfighting system.

Literally anyone who has ever heard of the Wii has probably thought up some of his or her dream games for the system, many of which involve swordplay. Whether we’re talking about a  nonlinear samurai RPG (imagine Way of the Samurai, but with better graphics and combat), or a Jedi simulator (imagine blocking blaster fire with the Wiimote before thrusting forward the nunchuck to force push a group of stormtroopers), players want a real melee combat game on the Wii. It’s only a matter of time until they get it.

Real-time Conversation -- Mass Effect

masseffect

If you have to pick one thing on this list to be jaded and unsure about, make it Mass Effect’s real-time conversation system. Considering there have been practically no major updates on the game since February, it’s tough to tell whether the conversation system will be everything BioWare says it will be.

Hypothetically, as a character talks in the game, the player still has control. At any time, the player can interrupt with one of six dialogue choices presented in an onscreen radial menu, each choice consisting of one word each (“aggressive,” “complimentary,” “inquisitive,” etc).

Conversational responses -- and again, this is all very, very hypothetical -- will be context-sensitive, depending on exactly what the person has just said and when the player chooses to respond. If you interrupt someone too early, they may not give you the right sort of advice, but if you stop them at just the right time, you may get what you want.

The idea is to make conversation much more fluid than it has been in other BioWare RPGs; by a certain point, players will have subconsciously memorized the different responses on the conversation dial and will actively and effortlessly participate in the real-time conversation.

Of course, if the conversation system isn’t everything BioWare says it is, then it’s just a slightly gussied-up version of your typical RPG dialogue tree that has little to no impact on the overall game structure. Here’s hoping that isn’t the case.

Honorable mentions:

Euphoria/Digital Molecular Matter -- Star Wars: The Force Unleashed

 

If you’re unfamiliar with either engine, then watch the above video, then go here and watch the Digital Molecular Matter demo. Essentially, Euphoria is a physical AI system where each character, rather than just going limp upon death (as is the case with current ragdoll animation), will strain and move in an attempt to protect itself or latch onto other objects. DMM is a method by which destructible objects break and shatter in the way they would in real life, instead of simply breaking in predetermined areas decided by the programmers.

While these two main innovations in Unleashed may eventually contribute to unconventional physics puzzles or more realistic hand-to-hand fighting systems, they’re really just aesthetic improvements in their current state. Euphoria, as sumotori dreams taught us, can result in some hilarious and almost-realistic character movements without influencing gameplay in any tangible way. DMM may make explosions and destruction a lot prettier, but that’s about it.

“Emergent gameplay” -- Bioshock

bioshock

The idea of “emergent gameplay” isn’t on the top five if only because it’s really just a buzzword: a buzzword that represents complex, user-defined experiences and wonderfully immersive gameplay, but it’s a buzzword nonetheless.

Unlike the games in the top five, emergent gameplay is not a simple mechanic that can be copied and ported into other titles: it’s a word that describes detailed, complex interactions between dozens of behavioral and environmental systems that combine to form a gameplay experience. The entire Bioshock experience depends upon the interconnectedness of these separate systems, and “emergent gameplay” is just the phrase we’ve chosen to throw around to summarize those connections.

I'm looking forward to Bioshock as much as anyone else on the planet (maybe moreso), but the beauty and innovation in Bioshock is simply too big and too complex to be considered just one gameplay innovation unto itself. So don't write me angry emails asking why I'm hating on Bioshock, because I'm not.

*FACT: The phrase, “a gameplay innovation that will revolutionize enemy placement,” is the single douchebaggiest series of words ever typed on the Internet.


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76 comments | showing # 51 to 76

deiga-the-semivaliant's Avatar - Comment posted on 05/01/2007 20:11
deiga-the-semivaliant
Actually, Oblivion dropped the whole "living city" feature for the most part, sans its most basic structure. Basically, the NPCs would have needs they would fulfill. They would experience hunger, then find something to eat. They would be tired then automatically find a place to sleep.

Unfortunately they had a problem with NPCs causing havoc whenever they had to fulfill that need. When an NPC was hungry, he would go off and kill a guard to get food off of him. Then the other guards would attack, then chaos would ensue, with the player wondering what the fuck was going on.

So Besthesda dropped the idea.
Colette Bennett's Avatar - Comment posted on 05/01/2007 20:25
Colette Bennett
Rev you fucking rock.
Killer article.
trunxkam45's Avatar - Comment posted on 05/01/2007 21:31
trunxkam45
What about Crysis? Too obvious?
Salamande's Avatar - Comment posted on 05/01/2007 21:37
Salamande
Evidently, All Pro Football 2K8 is supposed to use the Euphoria engine. So I guess we'll see if it works soon enough. That'll certainly be a good test for it.
ExpertPenguin's Avatar - Comment posted on 05/01/2007 21:53
ExpertPenguin
Rev, I loved it but, I'm surprised you, or even Summa didn't point this out--

I think "Climb Everything" has been done already...

In Crackdown.

I say this because I, (and I'm sure, everyone else that has played it) after a few hours genuinely had a good sense of what was climbable, what I could manipulate, and what I couldn't (until I became stronger.) Like Assassin's Creed, the places where you can or cannot climb are unmarked, and are generally free of any typical videogame invisible barriers.

(within reason like say...the OCEAN.)

The sky is literally the limit. If you see it, in Crackdown, you CAN get to it one way or another.

I think despite it's flaws, this was one way it pushed the open world framework into new heights. This is a fact that's woefully underrealized when people refer to the game in general. It's literally a virtual sandbox. Even the creators said this was their original intention.

I think literally, if you were to reread that entire section, and mentally place "Crackdown" in the place of "Assassin's Creed", it wouldn't look out of place.

I understand that the concept was announced first by Ubisoft, but at the same time, it's not going to be the pioneering title with the feature when it releases.
Anthony Burch's Avatar - Comment posted on 05/01/2007 22:01
Anthony Burch
Colette:
Love you too.

ExpertPenguin:
I agree, now that you mention it, but what makes its implementation in Assassin's Creed much more interesting to me is that where the focus in Crackdown was almost solely on your ability to jump around and shoot tires and randomly and nonlinear...ly explore this city.

Assassin's Creed has a real plot, and real mission objectives that don't necessarily focus on the protagonist's ability to jump around: to put it another way, Crackdown tells the gamer, "here's this big city. Jump around and shoot stuff, and, if you want, there are a few specific bad guys you can kill." Assassin's Creed tells the gamer, "kill this guy. You have social stealth and the entire map at your disposal."

The focus remains on the action and the overall objective instead of acting as a game unto itself -- it's different and not a necessarily BETTER way of implementing the ability to climb everywhere, but it's just personally much more interesting to me.
ExpertPenguin's Avatar - Comment posted on 05/01/2007 22:36
ExpertPenguin
Hear hear.

Shrink the world for a more focused narrative and structure...I will admit that it seems like most of people's complaints, namely the above mentioned, will be addressed in AC.

Between that, and the oft-discussed "crowd AI" they're implementing, it should be fun..

Now all it has to do is...COME OUT ALREADY....and we'll be fine. =)
cjpkiller's Avatar - Comment posted on 05/01/2007 22:39
cjpkiller
assassins creed... you'll get you objective, and then youll have to scout, possibly find out what city the person will be in and when... find out if hes being gaurded by someone... and then when you've planed all that out... kill him...
it will be epic
also looking forward to spore...
darwins theory finally in a game...
Samit Sarkar's Avatar - Comment posted on 05/01/2007 22:43
Samit Sarkar
Yeah, Assassin’s Creed — PS3 exclusive or not — looks like it could be teh awesomeness. I’m really excited for it. I don’t pre-order games very often — I’m a poor college student and very picky with my games; the last games I can remember pre-ordering were Grand Theft Auto: San Andreas and Madden NFL 2005 (Collector’s Edition) — so I don’t think I’ll be pre-ordering Assassin’s Creed unless I come into some money before its August release date (is that still the month they’re saying? I’m not even sure anymore...all these next-gen games keep getting pushed back).

IGN reported that the developers of the next Indiana Jones video game are licensing that DMM and Euphoria technology...looks awesome so far...
brad drac's Avatar - Comment posted on 05/01/2007 23:06
brad drac
Ah, rev ant. I hate him for the zelda review, buy he does write a damn fine article.

For those folk who are ragging on the wii here... Firstly, 1:1 wii sword fighting is most assuredly possible, and as rev ant said, it will happen. Even if none of the developers are willing to do it right, I will make that goddamn game myself. Not a joke, I will. As for the wii being too "underpowered" to be able to manage any of these other innovations, what exactly are you basing that on? Do you know the optimised runtime requirements for this unfinished, unreleased code? Oh no. The marketing people said "this here is next gen", so it must be true, right?

AI director, could be implemented in a sub 1 meg java applet. It will sink or fly on the quality of the design, not on system raping recursive subroutines. Procedural generation, again could be done in a sub 1 meg java applet. Speaking of which, I myself am currently writing a sub 1 meg java applet that uses procedural generation(obviously, not even remotely as complex, but that's not the point). Remember, this game's coming out for the DS too, and a wii release is probable.

Real time conversation. Do I need to say it? Again, relying on design, complex conversation hierarchies, and extremely well paid voice actors. Clock cycles don't even factor into the equation. The euphoria/digital molecular matter would probably suffer most from wii conversion, but that's solely because they're innovations of a graphical nature. They could unquestionably be done on wii hardware, but they'll never be as pretty as their "next gen" counterparts.

The point I'm trying to make is that innovation is very rarely dependant on the power of a machine. There are obvious exceptions, such as the transition from 16-bit to 32/64-bit consoles, and the emergence of true 3d. Essentially though, the ps3 and 360 have capabilities pretty similar to their predecessors, they can just do it all better. They can do bigger environments, better textures, higher polycounts and better graphical effects, but that's their only real advantage. Forgive me if I sound like a cliché, but the wii, with the right software, will allow us to interact with the gaming environment in completely new and unprecedented ways. That's why we were all so bloody excited with it in the first place.

-> Penguin: From your description, crackdown sounds pretty much like GTA combined with mario 64. I haven't played it myself, so I can't really make any other comments. Assassin's creed is interesting in that it actually lets you interact with the environment, rather than simply jumping on things.
ExpertPenguin's Avatar - Comment posted on 05/01/2007 23:36
ExpertPenguin
Unfortunately, Mario 64 wishes it was that free.

(and believe it or not, stealing cars is the LAST thing on your mind when playing this game)

However, if you think the scope is limited to just just "jumping on things", then you've never screwed around with it's physics system, or tried to explore a bit with high Agility.

It's a downloadable demo though...what's your excuse? =)
brad drac's Avatar - Comment posted on 05/01/2007 23:46
brad drac
It's actually a pretty good excuse; I don't have a 360. Got a spanking new HDTV today(I played shadow of the colossus on it, it was special), so I will probably pick one up whenever I have the available cash. Being a freeloading student does have it's down sides, alas.
wintermute's Avatar - Comment posted on 05/02/2007 02:18
wintermute
Assassin's Creed does like beautiful. One of the thing that has me jazzed is the city design. Watching the developer blog videos you see the concept art for the city and it looks great.

I really like the urban medieval setting and it would be great to see a nice version of one.

As far as release dates go, September is the date I've had in my mind but I wouldn't be surprised if it got pushed back to November or even next year. Sigh. But there's no way I'm complaining about delays, they can take as long as they need with that game.
Sir Depressive's Avatar - Comment posted on 05/02/2007 04:57
Sir Depressive
Correct me if I'm wrong, but some of those innovations actually aren't so new.
Climb anything - Gothic?
PC/NPC relations - Abe's Oddysee/Exoddus?
Realtime conversation: Leisure Suit larry: Magna Cum Laude?
One-to-one Wii remote Swordfighting - uhh, real swordfighting?
Azrael's Avatar - Comment posted on 05/02/2007 10:50
Azrael
Great article, but seriously, the Wii is "supposed" to be innovative by itself, why did you had to pull out something out of thin air to prove is innovative and place it on the top 5? (an honorable mention would have sufficed)

You either

a.-Wanted to please the crazed Wii fans audience but you didnt actually found anything truly "innovative" about the Wii coming games.
b.- You know something we dont.

Which one is it?

p.s. You actually missed Crysis(engine) and Little Big World (community)
cjpkiller's Avatar - Comment posted on 05/02/2007 11:56
cjpkiller
ooh the one two punch from azrael

little big world will definitely be revolutionary...
although a game engine isn't really innovative... its just more realistic graphics.

user generated content finally being offered to other people definitly beats a wiisword...
Azrael's Avatar - Comment posted on 05/02/2007 12:20
Azrael
cjpkiller: Thanks, but I beg to differ about crysis.

The point on the Crysis is not just "better graphics" but easier to construct environments and actual physics integration, something that source (HL2) promised but didnt totally delivered).

Everything in crysis is made out of simple blocks which can be disembowed, coded and modified by physics or events (even the CLOUDS in the sky and the ocean). If you set out an h bomb (like those we've seen in source) you will LITERALLY level the entire geometry to the ground, every building will fall down to rubble, all the vegetation and every leaving critter can die, you can even make the sun block out with radioactive clouds, EVERYTHING is destroyable and modifiable (the terrain too!). And you can do anything you want with it (thats the real reason for the really HIGH specs).

Crysis as a game is definetily no innovation but as an engine, oh boy! like Tycho from PA said once. "Doom 3 is great ! I cant wait for someone to make an actual game with it!"
brad drac's Avatar - Comment posted on 05/02/2007 12:23
brad drac
-> Azrael: The list is about upcoming innovations, not ones that are already out. Wii sword fighting is a good example of the type of control mechanic the wii is capable of delivering but hasn't achieved yet, and one that is very much desired by a lot of gamers(we need a wii jedi game). Developers already know we want it, red steel was one of the first games announced for the console. Dragon quest swords is also imminent, although I'm not sure if calling that 1:1 would be completely appropriate.

While I definitely wouldn't argue with littlebigplanet being on the list, it sounds to me a lot like just a console version of garry's mod, with a bit of second life thrown in(let's hope not too much). We don't really know enough about it yet to hype it up too much. I'm not sure how crysis is particularly innovative though(this is strictly gameplay innovations rather than graphics).
CCCPZZZ's Avatar - Comment posted on 05/02/2007 17:23
CCCPZZZ
Hey, Rev... nice piece; I namechecked you over here.
Mxyzptlk's Avatar - Comment posted on 05/02/2007 17:50
Mxyzptlk
Great list Rev.

As far as the 1:1 wii swordfighting game, it certainly CAN be done... just look at Wii Sports baseball to see the potential. The big problem will be what happens if an opponent blocks or deflects your sword stroke? Your real-life swing would follow through, but your in-game sword would now be out of place. The trick is going to be finding a solution to that problem that works well. Is your character staggered until you line your controller back up with the screen? Does it resynch itself automatically after leaving you open to attack for a second? I'm fairly confident that someone will be able to do it well, but I think we're going to see a few failed attempts first.
cjpkiller's Avatar - Comment posted on 05/02/2007 23:55
cjpkiller
foam attachments to the wiimote would be awesome... and hilarious for a multiplayer sword game...
keep the controllers synched too mxy
brad drac's Avatar - Comment posted on 05/03/2007 00:07
brad drac
-> Mxy: I'm not sure baseball is the best example. The direction your mii holds the bat seems to be dependant simply on the angle at which he holds the remote. The game I think best shows the possibilities available is that (irritating) minigame in warioware where you have to rotate the wiimote in the ways it tells you. It shows that it can actually detect an absolute position. The player may need to recalibrate to level by pointing at the sensor bar, but that could be done without even letting the player know he was doing it. Combine that with some clever velocity detection and whatnot, and you've got yourself a serviceable swordfighting scheme. As for gameplay mechanics, I was thinking the stagger/auto resynch method would work best. Having to realign the controller with the virtual sword would really hurt the immersiveness.
Long story short - I really want to make a wii swordfighting game...
Mxyzptlk's Avatar - Comment posted on 05/03/2007 05:15
Mxyzptlk
@ brad drac:

Haven't had a chance to play Wario Ware yet, it's on my list of games to get soon. I really want this to work out, I'd love a hardcore Bushido Blade-style game using the Wiimote. What was the name of that motion-sensing arcade game Konami put out? Anyone remember?
Mxyzptlk's Avatar - Comment posted on 05/03/2007 05:20
Mxyzptlk
@ Mxyzptlk:

It was called Tsurugi . Learn to Google before asking questions you fucking tool.
Tubatic's Avatar - Comment posted on 05/03/2007 09:50
Tubatic
Where's my Bushido Blade Wii?

I completely agree that is possible, and someone needs to do something.

To that effect, that first sentence is my official response signature to anything Wii related. I am but one man with one sentence. Maybe I can make a difference.

/overdramatics
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