INNOVATIONS IN TRADITIONAL VIDEO GAMES
Innovation Description Examples
Avatars On-screen figures of player identification Pac-Man, the Mario Bros. (right), Sonic the Hedgehog, Link from Legend of Zelda image
Bosses Powerful enemy characters that represent the final challenge in a stage or the entire game Bowser from the Mario series, Hitler in Castle Wolfenstein, Donkey Kong (right) image
Vertical and Side Scrolling As opposed to a fixed screen, scrolling that follows the action as it moves up, down, or sideways in what is called a "tracking shot" in the cinema Platform games like Jump Bug, Jungle King, and Super Mario Bros.; also integrated into the design of Angry Birds (right) image
Isometric Perspective (also called Three-Quarters Perspective) An elevated and angled per-spective that enhances the sense of three-dimensionality by allowing players to see the tops and sides of objects Zaxxon (right), real-time strategy games like StarCraft, god games like Civilization and Populous image
First-Person Perspective Presents the gameplay through the eyes of your avatar First-person shooter (FPS) games like Castle Wolfenstein, Doom (right), Halo, and Call of Duty image
Third-Person Perspective (or Over-the-Shoulders Perspective) Enables you to view your heroic avatar in action from an external viewpoint Tomb Raider (right), Assassin's Creed, and the default viewpoint on World of Warcraft image
Cut Scenes (also called In-Game Cinematic or In-Game Movie) Narrative respite from gameplay, providing cinematic scenes that advance the story. They often appear at the beginning of games and between levels. A well-known early example appears in Maniac Mansion (1987). Cut scenes from games like the Grand Theft Auto series (right) have become increasingly vivid and complex. image