Original Post
The "We Need More Verbs" thread got me thinking. It is a really constructive excercise to think of all of the verbs in a given game when analyzing it as often these are the most profound innovations in gameplay. Many times our focus is more on technical innovations like the move from sprites to 3D polygonal objects. Very important moves for certain, but core gameplay innovations can be easily seen by looking at verbs. For instance: Doom verbs: Shoot/Move (FPS keyboard/mouse functionality) Collect weapons/health/powerups Jump Teleport through teleportation pads Duke Nuke'em 3D: Shoot/Move (FPS keyboard/mouse functionality) Collect weapons/health/powerups Jump Teleport through teleportation pads Climb/Crouch Activatable objects Use Jetpack Half-Life: Shoot/Move (FPS keyboard/mouse functionality) Collect weapons/health/powerups Jump Teleport through teleportation pads Climb/Crouch Activatable objects Mod Support that opens up the game for major replayability Network support for easy online play. Interactive NPCs Counter-Strike: Weapon Buying Interface Expanding reticle Aiming (crouch and stay still to tighten, move or shoot to expand). Team Fortress Classic: Rocket-Jump Conc-Jump Create/support Sentry Gun Snipe Lay grenades Half-Life 2: Drive Gravity Gun Unreal Tournament: Dodge/Double Jump Alt-Fire on Weapons (Shock Rifle) This is just one genre too. . . Basically, you can go through any genre and get the core functionality features and then see what other games have brought to the table that innovate. I think it's important to look at style/art and technical innovations too. For instance, Max Payne innovated not with new verbs but with film noir style and bullet-time gameplay. See, this forum isn't just people asking questions they know the answers to already or people ranting about game design flaws we all agree are bad. I actually got something out of the "We Need more Verbs" thread. :)