Sign in
HomeErasBroadband & the console shooter
2001–2008

Broadband & the console shooter

Mechanics originating here 37 Games 106 Studios founded 61

Thirty-seven mechanics, and an unusual number of them are still the default today. Halo: Combat Evolved ships Regenerating Health, Constrained Weapon Loadout, the Persistent Minimap / Radar, and Drop-In Co-op Campaign in one 2001 release; Halo 2 follows with Automated Skill Matchmaking, which deletes the server browser and makes ranked play a console-scale product. Grand Theft Auto III makes the city contiguous with Seamless Streaming Open World and then makes it navigable with the Waypoint Objective Marker. kill.switch introduces Over-the-Shoulder Aim and Snap-to-Cover Combat two years before Resident Evil 4 and Gears of War canonize them. Call of Duty 4 fuses the two lineages with Perk-Based Loadout Customization, Prestige Reset-for-Status, and Persistent Multiplayer Progression, where losing still pays. Elsewhere: Half-Life 2 makes physics a puzzle vocabulary, Nintendogs and Wii Sports remove the intermediary between hand and game, MapleStory imports free-to-play, and BioShock makes the player's compliance the subject of the story.

Mechanics introduced in this era

Combat & Conflict · 2001
Constrained Weapon Loadout
A constrained weapon loadout limits the player to carrying two guns at once, so every pickup is a decision about what …
Origin: Halo: Combat Evolved
Physics & Simulation · 2001
Destructible Geometry
Destructible geometry lets players remove or collapse parts of a level's structure during play, so walls, floors and c…
Origin: Red Faction
Multiplayer & Social · 2001
Drop-In Co-op Campaign
A drop-in co-op campaign lets a second player join the main story mode at any point without ceremony, playing the same…
Origin: Halo: Combat Evolved
Interface & Meta · 2001
Persistent Minimap / Radar
A persistent minimap or radar keeps a small live diagram of nearby space and contacts on screen at all times, so orien…
Origin: Halo: Combat Evolved
Combat & Conflict · 2001
Player-Controlled Bullet Time
Player-controlled bullet time slows the game clock on demand while leaving aiming at full speed, letting the player sp…
Origin: Max Payne
Combat & Conflict · 2001
Regenerating Health
Regenerating health restores a player's damage capacity automatically after a short period without being hit, replacin…
Origin: Halo: Combat Evolved
Space & Locomotion · 2001
Seamless Streaming Open World
A seamless streaming open world loads and unloads pieces of a continuous map as the player moves, so a large place can…
Origin: Grand Theft Auto III
Interface & Meta · 2001
Waypoint Objective Marker
Waypoint objective markers place a persistent icon on the map, compass or world showing exactly where the current obje…
Origin: Grand Theft Auto III
Narrative · 2003
Consequential Branching Endgame
A consequential branching endgame reshapes the final act of a game according to choices accumulated across the whole p…
Origin: Star Wars: Knights of the Old Republic
Economy & Business Model · 2003
Free-to-Play Service Model
Free-to-play removes the purchase price entirely and earns revenue after entry, through item sales, convenience upgrad…
Origin: MapleStory
Multiplayer & Social · 2003
Lane-Push Objective Structure
Lane-push structure organises a mirrored map into fixed paths where automated unit waves advance under tower cover, an…
Origin: Defense of the Ancients
Camera & Input · 2003
Over-the-Shoulder Aim
Over-the-shoulder aim pins the camera close behind a character's shoulder and puts the crosshair in the world, combini…
Origin: kill.switch
Combat & Conflict · 2003
Snap-to-Cover Combat
A snap-to-cover system lets the player attach to walls and low barriers with a button, sliding along protection and fi…
Origin: kill.switch
Strategy & Tactics · 2003
Tower Defense Lane Denial
Tower defense has players place static defences along a fixed route while waves of enemies walk it, turning strategy i…
Origin: Warcraft III: Reign of Chaos
Multiplayer & Social · 2004
Automated Skill Matchmaking
Automated skill matchmaking assembles balanced matches from a queue, sorting players by rating, party and chosen playl…
Origin: Halo 2
Space & Locomotion · 2004
Grapple & Tether Traversal
Grapple and tether traversal attaches the player to a point in the world and converts the resulting swing or pull into…
Origin: Spider-Man 2
Progression & Persistence · 2004
Numeric Gear Power Treadmill
A numeric gear power treadmill reduces equipment to one ascending number, letting a game gate content by that figure a…
Origin: World of Warcraft
Physics & Simulation · 2004
Physics Manipulation Tool
A physics manipulation tool is an in-game device that lets the player grab, hold and launch simulated objects directly…
Origin: Half-Life 2
Physics & Simulation · 2004
Rigid-Body Puzzle Physics
Rigid-body puzzle physics turn mass, buoyancy and leverage into the vocabulary of a puzzle, so solutions get built by …
Origin: Half-Life 2
Camera & Input · 2005
Direct Touch Manipulation
Direct touch manipulation removes the cursor and the avatar and lets a finger act on the screen itself, so the interfa…
Origin: Nintendogs
Rhythm & Audio · 2005
Instrument Peripheral
Instrument peripherals replace the controller with a physical object shaped like the thing being played, so posture, g…
Origin: Guitar Hero
Interface & Meta · 2005
Platform Achievements
Platform achievements attach an account-wide record of in-game accomplishments to a player profile, awarding badges an…
Origin: Perfect Dark Zero
Combat & Conflict · 2006
Contextual Execution
A contextual execution is a scripted close-range kill triggered against a weakened or unaware enemy, trading a moment …
Origin: Gears of War
Economy & Business Model · 2006
Downloadable Content
Downloadable content delivers post-release additions over the network at any size, from a full campaign to a single co…
Origin: The Elder Scrolls IV: Oblivion
Procedural Generation · 2006
Emergent Generated History
Emergent generated history simulates centuries of a world's events before play begins, producing named civilisations, …
Origin: Dwarf Fortress
World Systems · 2006
Radiant / Generated Activity
Radiant or generated activity has the game assemble its own minor content, filling a world with quests, encounters and…
Origin: The Elder Scrolls IV: Oblivion
Camera & Input · 2006
Spatial Motion Input
Spatial motion input measures how a controller moves through the room and uses that as the control signal, so swinging…
Origin: Wii Sports
Creation & Modding · 2006
User-Content Marketplace
A user-content marketplace lets players build, publish and sell inside the platform itself, with the operator providin…
Origin: Roblox
Narrative · 2007
Cinematic Dialogue Wheel
A cinematic dialogue wheel replaces written reply options with short paraphrases arranged radially by tone, letting th…
Origin: Mass Effect
Space & Locomotion · 2007
Non-Euclidean Portal Space
Non-Euclidean portal space lets a player join two distant surfaces so that walking or falling into one emerges from th…
Origin: Portal
Progression & Persistence · 2007
Perk-Based Loadout Customization
Perk-based loadouts let players assemble their own class from unlocked weapons and modifiers before a match, replacing…
Origin: Call of Duty 4: Modern Warfare
Multiplayer & Social · 2007
Persistent Multiplayer Progression
Persistent multiplayer progression awards experience for every match played rather than only for wins, unlocking weapo…
Origin: Call of Duty 4: Modern Warfare
Narrative · 2007
Player-Agency Narrative Twist
A player-agency narrative twist turns the story onto the player's own obedience, revealing that doing as you were told…
Origin: BioShock
Progression & Persistence · 2007
Prestige Reset-for-Status
Prestige lets a player who has reached the maximum rank reset all their progress in exchange for a symbol, converting …
Origin: Call of Duty 4: Modern Warfare
Creation & Modding · 2007
Replay Capture and Sharing
Replay capture records a match as game data rather than video, letting players rewatch it from any camera angle, pause…
Origin: Halo 3
Stealth & Perception · 2007
Social / Crowd Stealth
Social stealth hides the player through behaviour rather than geometry, using crowds, disguises and unremarkable condu…
Origin: Assassin's Creed
Space & Locomotion · 2007
Systemic Climbable Surfaces
Systemic climbable surfaces annotate a world's architecture with handholds and ledges that one animation set can read,…
Origin: Assassin's Creed

Games of the period (106)

Advance Wars 2001Animal Crossing 2001Black & White 2001Dark Age of Camelot 2001Devil May Cry 2001Final Fantasy X 2001Frequency 2001Golden Sun 2001Gothic 2001Gran Turismo 3: A-Spec 2001Grand Theft Auto III 2001Halo: Combat Evolved 2001Ico 2001Jak and Daxter: The Precursor Legacy 2001Max Payne 2001Metal Gear Solid 2: Sons of Liberty 2001Pikmin 2001Red Faction 2001Rez 2001RuneScape 2001Shenmue II 2001Silent Hill 2 2001Super Smash Bros. Melee 2001Tom Clancy's Ghost Recon 2001Battlefield 1942 2002Final Fantasy XI 2002Grand Theft Auto: Vice City 2002Hitman 2: Silent Assassin 2002Medal of Honor: Allied Assault 2002Metroid Prime 2002Neverwinter Nights 2002Ratchet & Clank 2002The Elder Scrolls III: Morrowind 2002The Legend of Zelda: The Wind Waker 2002Tom Clancy's Splinter Cell 2002Warcraft III: Reign of Chaos 2002Beyond Good & Evil 2003Call of Duty 2003Defense of the Ancients 2003Deus Ex: Invisible War 2003Disgaea: Hour of Darkness 2003Drakengard 2003EVE Online 2003kill.switch 2003MapleStory 2003Need for Speed: Underground 2003Prince of Persia: The Sands of Time 2003Shin Megami Tensei: Nocturne 2003Star Wars: Knights of the Old Republic 2003Burnout 3: Takedown 2004City of Heroes 2004Counter-Strike: Source 2004Doom 3 2004Far Cry 2004Grand Theft Auto: San Andreas 2004Half-Life 2 2004Halo 2 2004Katamari Damacy 2004Rome: Total War 2004Spider-Man 2 2004Star Wars: Knights of the Old Republic II - The Sith Lords 2004Vampire: The Masquerade - Bloodlines 2004World of Warcraft 2004Brain Age 2005Devil May Cry 3: Dante's Awakening 2005God of War 2005Guitar Hero 2005Ninja Gaiden Black 2005Nintendogs 2005Perfect Dark Zero 2005Resident Evil 4 2005Shadow of the Colossus 2005Dwarf Fortress 2006Final Fantasy XII 2006Gears of War 2006Hitman: Blood Money 2006New Super Mario Bros. 2006Okami 2006Persona 3 2006Pokemon Diamond and Pearl 2006Resistance: Fall of Man 2006Roblox 2006The Elder Scrolls IV: Oblivion 2006The Legend of Zelda: Twilight Princess 2006Wii Sports 2006Assassin's Creed 2007BioShock 2007Call of Duty 4: Modern Warfare 2007Crackdown 2007Crysis 2007God of War II 2007Guitar Hero III: Legends of Rock 2007Half-Life 2: Episode Two 2007Halo 3 2007Mass Effect 2007Metroid Prime 3: Corruption 2007Penumbra: Overture 2007Portal 2007Professor Layton and the Curious Village 2007Rock Band 2007S.T.A.L.K.E.R.: Shadow of Chernobyl 2007Super Mario Galaxy 2007Team Fortress 2 2007The Witcher 2007Uncharted: Drake's Fortune 2007Wii Fit 2007

Studios founded (61)

← Previous eraThe 3D rupture Next era →Digital storefronts & indie