RolStoppable said:
Yup, it's looking really dire for your side of the argument. I am not sure what that game actually did, but it's hard to imagine that other games aped it or were influenced by it. Which would be why I am drawing such a blank on Ape Escape. I'll give you a couple of examples for what isn't revolutionary for gameplay, but merely adding more functionality. On the NES we had SMB3. d-pad to move, B button to run, A button to jump. The SNES gave us more buttons, so in SMW we had the d-pad to move, the Y button to run, the B button to jump and the A button to perform a spin jump. There's no reason to go "wow" over this. The GC had analog shoulder buttons with a click when they were pressed all the way down. That [the click] was new and when pressing R all the way down in Super Mario Sunshine, it was possible to aim the water gun with the analog stick. By pressing the R button not all the way down it was possible to shoot water while running. Nothing revolutionary here. Not in SMS or any other game that used the click of the analog shoulder buttons. Maybe this helps to get the point better across. The N64 FPS games focused on the essentials of the genre, but adding more buttons and being able to crouch or whatever doesn't constitute a revolution to gameplay. |
I edited my comment prior to your comment to add two other examples. But you'll dimiss them, of course. Because dual analog sticks is a standard that wasn't brought forth by Nintendo... -____-
You mention revolution in gameplay. I'm talking about revolution in input methods. Sony released the dualshock. History speaks for itself. How many controllers do you see now having two analog sticks? Heck, even Rare thought it was a good input method, allowing you to use (lol) two N64 controllers to play Goldeneye with dual analog controls. Should I bring up the example of the 3DS, re-released with a second analog stick? What about the Switch? Which comes with two analog sticks but no proper Dpad?