QuoteBlack Isle - PLANESCAPE: TORMENTSierra - PHARAOHBlack Isle/Interplay - FALLOUTInterplay - DESCENTSquare Enix - TOMB RAIDERCyan - MYSTId/Apogee - COMMANDER KEENOrigin - ULTIMA IV Sierra - KING’S QUEST I, II, IIISierra - SPACE QUEST IInfocom - ZORK I: THE UNDERGROUND KINGDOM
Black Isle - PLANESCAPE: TORMENTSierra - PHARAOHBlack Isle/Interplay - FALLOUTInterplay - DESCENTSquare Enix - TOMB RAIDERCyan - MYSTId/Apogee - COMMANDER KEENOrigin - ULTIMA IV Sierra - KING’S QUEST I, II, IIISierra - SPACE QUEST IInfocom - ZORK I: THE UNDERGROUND KINGDOM
Every game in that list were either very significant to the 'gaming community' or (in most cases) were groundbreaking with the technology/methods used.
"In terms of multiplayer, Descent was the first game to work well over the Internet."
Vanilla Doom also had an extremely nasty habit of sending packets to *all* computers on a network, not just those computers in the network taking part in the game.
Commander Keen is notable on a technological aspect as it was one of the few (if not the first, but I would need to do more research before confirming that) DOS-based games of the day that successfully replicated side-scrolling gameplay like that unto Super Mario (in fact, the team that developed this feature first used it to port Super Mario Bros to PC, but Nintendo, while reportedly impressed with their success, decided they weren't interested in the PC market at the time, so the team formed id and made Commander Keen). Before then, it was apparently very difficult to do that (smoothly at least) for DOS systems. Keen's also noted for helping pioneer EGA graphics and shareware distribution.That, and Keen proved fairly popular with players of the day. The only other game I'm familiar with on that list in any shape or form (that's obviously not Descent) is Tomb Raider, but only as someone who was standing to one side watching another player play for a brief period of time. And admittedly I can't recall the full details, and even whether or not that particular Tomb Raider was actually the first game, or the second one.
Quote from: CrazyEnzo03 on January 16, 2013, 07:17:30 AMVanilla Doom also had an extremely nasty habit of sending packets to *all* computers on a network, not just those computers in the network taking part in the game.That was actually how IPX based networks functioned back then, before the days of switches - all data went to all computers regardless of their destination, the network was one big shared path (similar to today's wifi).
The key behind that was that John Carmack managed to figure out how to make the computer re-render as little data as possible rather than always redrawing the entire screen. Before they actually ported SMB, Tom Hall and John Carmack slapped together a direct copy of SMB level one and featured John Romero's brainchild, Dangerous Dave. They put it on a diskette on Romero's desk and left the talking to the game. When he saw it he knew exactly the implications. He then went to work on making an actual Dangerous Dave title using the technology. In addition to that, Tom Hall created basically all of the ideas for Commander Keen. It wasn't necessarily DOS-based systems but just IBM PCs in general (unless they were all DOS and I don't know what I'm talking about) being underpowered or at least less capable than the Apple IIs they started out with.
Please don't limit responses to games 'on that list', I'd like to hear about any game you feel was significant, revolutionary and/or groundbreaking.
TF wasn't the first game to have class-based multiplayer, not by a longshot.Nor was Duke the first game to have one-liners. CoD was really just the MMO genre leaking into FPSes.
One that I've played recently: Megarace. This one stands out to me, only because I've never really experienced anything else quite like it. I probably never will, either, simply because of it's heavy reliance on a much-hated feature of mid-90s games - Full-motion video.