
Whenever we pick up a new game today, it is quite common to take those smooth mechanics and intuitive systems for granted. But hey, these features didn’t just appear out of thin air!
They were actually forged by ambitious developers who decided to think outside the box, trying things that had never been done before or tweaking an existing idea to the point that it became a brand-new reference for an entire genre.
Whether it was a specific camera angle, a support feature for combat, or a background element in the scenario, these innovations helped change the gaming landscape forever. And most of them are still very much alive in modern titles today – even if you probably have no idea where they actually came from.
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For better or worse, these series are no longer what they were in the beginning.
That is why I decided to take a nostalgic trip with a historical lens today to look back at some of the games that invented (or popularized) the mechanics that became industry landmarks.
Before we jump into it, let’s get one thing straight: when we talk about titles that changed the game, we aren’t necessarily only talking about those that invented a mechanic out of the blue, being literally the first ones. We are also talking about the groundbreaking titles that were popular enough for others to follow, grabbing an existing concept and refining it so perfectly that they became the primary reference point for everyone else. Now, without further ado, let’s jump into the list.
9 Destructible Environments
Red Faction
One of the core pillars of Red Faction was its fully destructible environments, and this game essentially pioneered the concept for the 3D era!
Originally launched in 2001, it arrived at a time when Sony was looking for an experience that truly demonstrated the PlayStation 2’s power, especially since the console was facing a serious “game drought” in the FPS department.
That was when Red Faction entered the scene with a proprietary engine the developers called “Geo-Mod.” It was the only shooter at the time featuring real-time, arbitrary geometry modification, allowing players (for the very first time) to alter the scenery with explosives however they saw fit.
Within the first few levels, you could tunnel through rock until you discovered a hidden lake or simply blast a hole in the wall next to a locked door just to laugh at the person who thought you would actually need a key. If you had fun breaking everything in Donkey Kong Bananza this year, now you know who to thank!
8 Nemesis System
Middle-earth: Shadow of Mordor
I bet it’s hard to find a player who enjoyed Middle-earth: Shadow of Mordor without immediately falling in love with its Nemesis System, since this mechanic made open-world combat feel significantly more immersive.
That’s because this system basically randomizes enemies for every player, and most of them will remember exactly what you did to them (or what they did to you), meaning it ensures that every action (or failure) has a lasting cause and effect.
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For example, a random Orc grunt could get a lucky killing blow on you and suddenly be promoted to a captain, being a unique event to your save file. From that point on, he will make sure you never forget it whenever you encounter him, taunting you about your past defeat every time you cross paths!
It really was a dynamic and groundbreaking system. However, some time after its release, Warner Bros. patented it, making it nearly impossible for other studios to directly use the same idea.
7 Mass Effect
Dialogue Wheel
Nowadays, games featuring dialogue choices that substantially branch the narrative are common, but it was Mass Effect that helped popularize and refine this idea through its famous dialogue wheel.
The first time the gaming world got to experience this UI structure was in 2007 (feels like ages ago), and it literally changed how we interacted with NPCs.
It basically places your conversation options in a clean, circular format that feels incredibly intuitive for players. You pick the one that you most see fit, and each option will continue the conversation differently.
And it is just so simple and nice, you know? I mean, it offers a clean and intuitive system for the dialog, all modern controllers support it, and the wheel references the form of the joysticks, which organically helps players to understand it right away.
I have got to confess that I feel like players have become so accustomed to the dialogue wheel that we have lost sight of its true charm, but it deserves a spot here as a massive UI landmark that modern titles still lean on today.
6 Over The Shoulder View
Resident Evil 4
Yes, third-person games with cameras simulating an over-the-shoulder perspective existed before Resident Evil 4, but none implemented it as masterfully as Capcom did for Leon’s journey.
It was just cool, fun, and quite intuitive to keep the camera leaning to one side (regardless of whether you are aiming or moving), with a cinematic camera that somehow hypnotized players at the time, since you got this cinematic view on the go, while in motion.
It was so effective that many action games that followed adopted or got directly inspired by its over-the-shoulder perspective, seeing it as an industry standard.
It is simply the game that sparked a style still used in everything from Gears of War to the modern God of War titles. Oh, and just to reinforce the idea: as we mentioned in the intro, it might not have technically invented the concept by being the first one, but it certainly was responsible for turning it into a global phenomenon.
5 Enemy Lock-On System
The Legend of Zelda: Ocarina of Time
I have a bit of a personal connection to this one, as a 90s kid whose first console was a Nintendo 64. The Legend of Zelda: Ocarina of Time was literally the first game I ever played, so I was immediately introduced to a combat system that featured the Z-Targeting system.
This essentially allowed Link to stay locked onto a foe while I focused entirely on my own movement and dodging – a quite simple, yet so, so damn useful feature!
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This series has gotten so convoluted, it’s almost looped back to being simple.
Since it was literally my first contact with gaming, I just assumed that the enemy lock-on was a standard feature in every game.
But my mind was absolutely blown later on when I realized that Ocarina of Time actually invented the mechanic. Today, it is such an essential feature that you can see fans of combat-heavy games actually complain when it is missing!
4 Quick Time Events
Dragon’s Lair
|
Developer |
Advanced Microcomputer Systems |
|
Platform |
Arcade |
|
Genre |
Fantasy, Adventure |
|
Release Date |
1983 |
Love or hate them, you simply cannot deny that quick time events (or QTEs, if you prefer) are here to stay – and you might not even know that the culprit behind them is Dragon’s Lair, originally released in 1983.
Most people remember it as a groundbreaking mix of a video game and high-quality cartoon animation, which was a massive shock to arcade-goers in the early 80s. And the game was entirely built around QTEs way before the term even existed.
Using laserdisc technology, Dragon’s Lair required players to react to brief visual prompts with a single button press to help the protagonist, Dirk the Daring, overcome obstacles and rescue Princess Daphne.
What happened then is that this system became the blueprint for interactive movies and modern, QTE-heavy titles that would come years later. It is a true piece of gaming history, right?
3 Stamina-Based Mechanics
Temple of Apshai
|
Developer |
Epyx, Westwood Studios |
|
Platform |
TRS-80, Commodore PET |
|
Genre |
CRPG |
|
Release Date |
1979 |
Having a stamina bar and actions tied to it is extremely common in modern gaming, regardless of the genre, but many players don’t realize that the idea first appeared in one of the earliest RPG series ever made.
We are talking about Temple of Apshai, which was originally released in 1979 for computer platforms like the TRS-80 and Commodore PET. Its premise was simple: explore a ruined temple dedicated to the insect god Apshai in search of treasure and magic items.
However, the game featured a “fatigue” mechanic that was entirely separate from the character’s health. Basically, most actions (from moving and running to swinging a sword) reduced that fatigue level at work. If it dropped below zero, your character became exhausted, unable to move or attack until they rested. You could even perform specific actions, like parrying, to manage your recovery.
Sounds a lot like a modern stamina system, right? And that was the beginning for many games (such as Silent Hill) to refine and popularize the stamina-based sprint later.
2 Story Development Through Cutscenes
Ninja Gaiden
Back when the gaming industry was just getting started, most titles followed a very limited rulebook: you had a conflict, a hero, and a basic combat system.
Developers basically worked around that and didn’t spend much time thinking about dense narratives or world-building – that is, until the first Ninja Gaiden was launched on the NES.
If we can enjoy epic, story-driven games with long cinematic sequences today, we really have to thank the original Ninja Gaiden, since it was the first title to feature actual story development through cinematic cutscenes.
And it didn’t just pioneer the concept, but also did so with cutting-edge graphics for the time, using anime-inspired visuals, dramatic close-ups, and complex plots that felt like a groundbreaking feat for console gaming in the late 80s.
1 Platforming
Space Panic
|
Developer |
Universal Entertainment |
|
Platform |
PV-1000, ColecoVision, Arcade |
|
Genre |
Platformer |
|
Release Date |
1980 |
Initially released in Japanese arcades in 1980 and arriving in North America a year later, Space Panic was created by Universal (yes, that Universal), and it is widely considered one of the earliest examples of the platformer genre. And for many, it is quite literally the very first!
The game puts players in control of a character who must navigate a series of levels by climbing ladders and moving across platforms, with the objective of reaching the end of each stage while avoiding deadly obstacles and enemies.
What makes it so special is its blend of simple yet challenging gameplay, representing the earliest use of the platforming mechanics we now take for granted. One of its most innovative features was the digging mechanic. Players could dig holes in the platforms to trap enemies or create new pathways, though they had to be careful not to fall into their own traps.
Over time, Space Panic has been recognized as a massive influence on the industry, and we can still see its DNA in the level design and movement of countless modern platformers today.
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Video games meet the legal system.
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Author: 360 Technology Group























