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HomeErasThe 3D rupture
1994–2001

The 3D rupture

Mechanics originating here 41 Games 99 Studios founded 83

Forty-one mechanics originate here, more than any other period, because 3D invalidated solved problems and forced the medium to re-answer them. Quake supplies true polygonal space and the authoritative client-server model in one release. Super Mario 64 supplies four, among them Analog Free-Roam 3D Movement, Trailing Follow Camera, and Graded Analog Input, and creates the camera problem that Resident Evil answers with fixed angles and Ocarina of Time answers with lock-on targeting. Diablo contributes four, including Branching Skill Tree and Colour-Coded Loot Rarity, and Ultima Online contributes the Persistent Shared World with an economy and a society inside it. 1998 is remarkable on its own: Metal Gear Solid's Graduated Alert States and Explicit Detection Feedback, Thief's Light-and-Shadow Stealth and Diegetic 3D Audio Information, Rainbow Six's iron sights, Baldur's Gate's quest journal, and Trespasser's ragdolls. System Shock had already solved storytelling without cutscenes through Environmental Storytelling and the Found Audio Log, an answer the industry is still using.

Mechanics introduced in this era

Narrative · 1994
Environmental Storytelling
Environmental storytelling places narrative information in the arrangement of a space itself, so that players learn wh…
Origin: System Shock
Narrative · 1994
Found Audio Log
The found audio log is a recorded message left by an absent character, picked up as an item and played while the playe…
Origin: System Shock
Narrative · 1994
Full Voice Performance
Full voice performance means every line of dialogue in a game is recorded by an actor rather than displayed as text, m…
Origin: Wing Commander III: Heart of the Tiger
Progression & Persistence · 1995
New Game Plus
New Game Plus restarts a completed game while carrying the player's accumulated power forward, so a second run becomes…
Origin: Chrono Trigger
Space & Locomotion · 1996
Analog Free-Roam 3D Movement
Analog free-roam 3D movement lets a third-person character run in any direction at any speed through an open volume, w…
Origin: Super Mario 64
Rhythm & Audio · 1996
Beat-Matched Input
Beat-matched input judges the player against a musical grid, scoring each press by how closely it lands on the beat ra…
Origin: PaRappa the Rapper
Progression & Persistence · 1996
Branching Skill Tree
A branching skill tree spends earned points on a diagram of connected abilities, where reaching a powerful option mean…
Origin: Diablo
Progression & Persistence · 1996
Colour-Coded Loot Rarity
Colour-coded loot rarity assigns each item a colour that signals its tier at a glance, turning evaluation into an inst…
Origin: Diablo
Camera & Input · 1996
Fixed Cinematic Camera
Fixed cinematic cameras place a 3D scene under pre-authored viewpoints that cut as the player moves, giving a designer…
Origin: Resident Evil
Camera & Input · 1996
Graded Analog Input
Graded analog input reads how far a stick is pushed rather than whether a direction is pressed, so speed, angle and pr…
Origin: Super Mario 64
Space & Locomotion · 1996
Hub-and-Spoke World Access
A hub-and-spoke world is a central space connecting outward to self-contained levels, letting players choose what to a…
Origin: Super Mario 64
Multiplayer & Social · 1996
Internet Client-Server Play
Internet client-server play puts one authoritative server in charge of game state while clients predict their own acti…
Origin: Quake
Procedural Generation · 1996
Procedural Loot Tables
Procedural loot tables assemble items as they drop, combining a base type with randomly rolled modifiers, so two weapo…
Origin: Diablo
Interface & Meta · 1996
Spatial Inventory Grid
A spatial inventory grid gives every item a shape and footprint in a fixed rectangle of cells, so carrying capacity be…
Origin: Diablo
Camera & Input · 1996
Trailing Follow Camera
A trailing follow camera is a viewpoint that chases the player character with its own physics, collision and framing r…
Origin: Super Mario 64
Space & Locomotion · 1996
True Polygonal Free-Look Space
True polygonal free-look space renders a world of arbitrary geometry with a camera free to rotate on every axis, so ro…
Origin: Quake
World Systems · 1997
Crafting From Gathered Materials
Crafting from gathered materials lets players convert raw inputs collected in the world into finished equipment and go…
Origin: Ultima Online
Combat & Conflict · 1997
Directional Attack and Block
Directional attack and block give strikes and guards a spatial orientation, so an overhead cut has to be met with a hi…
Origin: Bushido Blade
Narrative · 1997
Faction Reputation
Faction reputation tracks standing with each group in the world separately, so helping one side costs you with another…
Origin: Fallout
Camera & Input · 1997
Haptic Force Feedback
Haptic force feedback sends information through the controller as vibration or resistance, giving games a channel that…
Origin: Star Fox 64
Physics & Simulation · 1997
High-Fidelity Vehicle Physics
High-fidelity vehicle physics model tyre grip, weight transfer and drivetrain behaviour closely enough that driving be…
Origin: Gran Turismo
Combat & Conflict · 1997
Parry and Riposte Window
A parry and riposte window rewards deflecting an incoming attack within a few frames, converting a successful defence …
Origin: Street Fighter III: New Generation
Multiplayer & Social · 1997
Persistent Shared World
A persistent shared world runs continuously on servers whether or not any particular player is present, so thousands o…
Origin: Ultima Online
Camera & Input · 1997
Photo Mode
Photo mode hands the player a free camera, a pause button and a set of lens controls, turning a running game into a su…
Origin: Gran Turismo
Multiplayer & Social · 1997
Player Guilds and Clans
Player guilds and clans are formal in-game organisations with names, membership rolls and ranks, letting groups of pla…
Origin: Ultima Online
Camera & Input · 1998
Contextual Lock-On Targeting
Contextual lock-on targeting binds the camera and the character to a chosen enemy, keeping both facing each other so t…
Origin: The Legend of Zelda: Ocarina of Time
Stealth & Perception · 1998
Diegetic 3D Audio Information
Diegetic three-dimensional audio carries real tactical information, using footstep material, distance, direction and o…
Origin: Thief: The Dark Project
Camera & Input · 1998
Directed In-Engine Camera Language
Directed in-engine camera language applies film grammar, cuts, dollies and deliberate framing, to a running game engin…
Origin: Metal Gear Solid
Stealth & Perception · 1998
Explicit Detection Feedback
Explicit detection feedback shows players what enemies currently perceive, using meters, icons, vision cones or sound …
Origin: Metal Gear Solid
Stealth & Perception · 1998
Graduated Alert States
Graduated alert states move enemies through named stages of awareness, from unaware to suspicious, alerted and searchi…
Origin: Metal Gear Solid
Camera & Input · 1998
Iron-Sight Aim-Down-Sights
Aiming down sights is a second firing mode that raises the weapon to eye level, trading movement speed and peripheral …
Origin: Tom Clancy's Rainbow Six
Stealth & Perception · 1998
Light-and-Shadow Stealth
Light-and-shadow stealth measures illumination and sound as concrete quantities, so standing in darkness or moving acr…
Origin: Thief: The Dark Project
Interface & Meta · 1998
Quest Journal
A quest journal records what characters have told the player, tracking objectives, leads and completion states so seve…
Origin: Baldur's Gate
Physics & Simulation · 1998
Ragdoll Physics
Ragdoll physics simulate a body as jointed rigid parts once it loses control, so falls and deaths are computed from mo…
Origin: Jurassic Park: Trespasser
Rhythm & Audio · 1998
Scrolling Note Highway
A scrolling note highway renders upcoming inputs as objects travelling toward a fixed judgement line, turning a musica…
Origin: GuitarFreaks
Combat & Conflict · 1999
Ability Cooldown Economy
An ability cooldown economy gates powers by time rather than by a resource pool, so each skill returns after a fixed w…
Origin: EverQuest
Multiplayer & Social · 1999
Coordinated Raid Encounters
Coordinated raid encounters are large scripted fights that require dozens of players to execute assigned roles in sequ…
Origin: EverQuest
World Systems · 1999
Dynamic Weather
Dynamic weather changes conditions in a game world on its own schedule, sometimes driven by a forecast model, so rain,…
Origin: Shenmue
Combat & Conflict · 1999
Learnable Recoil Patterns
Learnable recoil patterns make a weapon's spray deterministic, so a held trigger climbs and drifts the same way every …
Origin: Counter-Strike
Narrative · 2000
Companion Approval
Companion approval gives each party member a private opinion of the player that rises and falls with choices, gating c…
Origin: Baldur's Gate II: Shadows of Amn
Camera & Input · 2000
Dual-Analog Move + Look
Dual-analog control assigns movement to the left stick and camera aim to the right, the scheme that now underlies almo…
Origin: Alien Resurrection

Games of the period (99)

Donkey Kong Country 1994Doom II 1994EarthBound 1994Final Fantasy VI 1994Fire Emblem: Mystery of the Emblem 1994Heretic 1994King's Field 1994Sonic the Hedgehog 3 1994Star Wars: TIE Fighter 1994Super Metroid 1994Super Street Fighter II Turbo 1994System Shock 1994Tekken 1994The King of Fighters '94 1994Wing Commander III: Heart of the Tiger 1994X-COM: UFO Defense 1994Chrono Trigger 1995Command & Conquer 1995Suikoden 1995Warcraft II: Tides of Darkness 1995Civilization II 1996Command & Conquer: Red Alert 1996Crash Bandicoot 1996Diablo 1996Duke Nukem 3D 1996Harvest Moon 1996Mario Kart 64 1996PaRappa the Rapper 1996Pokémon Red and Blue 1996Quake 1996Resident Evil 1996Super Mario 64 1996Super Mario RPG: Legend of the Seven Stars 1996The Elder Scrolls II: Daggerfall 1996Tomb Raider 1996Age of Empires 1997Bushido Blade 1997Fallout 1997Final Fantasy Tactics 1997Final Fantasy VII 1997GoldenEye 007 1997Gran Turismo 1997Grand Theft Auto 1997Quake II 1997Star Fox 64 1997Star Wars Jedi Knight: Dark Forces II 1997Street Fighter III: New Generation 1997Total Annihilation 1997Ultima Online 1997Baldur's Gate 1998Banjo-Kazooie 1998Dance Dance Revolution 1998Fallout 2 1998GuitarFreaks 1998Half-Life 1998Jurassic Park: Trespasser 1998Metal Gear Solid 1998Resident Evil 2 1998Sonic Adventure 1998Spyro the Dragon 1998StarCraft 1998The Legend of Zelda: Ocarina of Time 1998Thief: The Dark Project 1998Tom Clancy's Rainbow Six 1998Unreal 1998Xenogears 1998Age of Empires II: The Age of Kings 1999Chrono Cross 1999Counter-Strike 1999Crazy Taxi 1999EverQuest 1999Final Fantasy VIII 1999Heroes of Might and Magic III 1999Homeworld 1999Planescape: Torment 1999Pokémon Gold and Silver 1999Quake III Arena 1999RollerCoaster Tycoon 1999Shenmue 1999Sid Meier's Alpha Centauri 1999Silent Hill 1999Super Smash Bros. 1999Team Fortress Classic 1999Tony Hawk's Pro Skater 1999Unreal Tournament 1999Vib-Ribbon 1999Alien Resurrection 2000Baldur's Gate II: Shadows of Amn 2000Deus Ex 2000Diablo II 2000Europa Universalis 2000Jet Set Radio 2000Paper Mario 2000Perfect Dark 2000The Legend of Zelda: Majora's Mask 2000The Sims 2000Thief II: The Metal Age 2000Tony Hawk's Pro Skater 2 2000Vagrant Story 2000

Studios founded (83)

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