Things TF2 Did First

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TF2 is a good game and does lots of things really good but are any of these good things new or original TF2 is famous for so many industry-leading features design choices and game mechanics but in reality is there anything it really truly did first because being original is hard there's lots of stuff in the world and so most of the stuff has already been done and researching this was tricky one there might be an obscure game that did it first or a game from a different part of the world like Asia who are real Gamers it might be borrowed from a different genre so does that count and how much do you have to change or evolve an idea before it counts as new so take this all with a grain of salt and in the comments below I welcome all the well actually comments that you can master things that TF2 took to a new level and innovated on or popularized or revolutionized but like aren't quite 100 original probably class based gameplay MMOs and mobas were doing class-based gameplay long before FPS games and it was already established in the world of first-person shooters with games like Battlefield 1942 Star Wars Battlefront Team Fortress classic and of course conquer live and reloaded but TF2 took the concept to a whole new level with much more distinct characters a huge emphasis on personality and appearance as opposed to generic Soldier 1 and generic Soldier 2 with a medic icon armband the meet the team videos and Comics help to build out each character further and it's these nine personalities that were the perfect foundation for Endless memes and a continuing love from the TF2 Community strong distinct characters are now common in games like battleborn OverWatch and valorent and TF2 definitely played a big part in popularizing this idea art style no game has ever had a cartoony art style before TF2 okay well for FPS games at least the trend was definitely realism and originally TF2 was going to have a realistic War aesthetic but fortunately they went back to the drawing board and decided on the unique iconic early 20th century commercial illustration style we see today it was the first thing I noticed after playing Call of Duty for many years and I have to say I was actually kind of put off by it at first it was just different the character lighting while using already existing techniques would have some of its parts replicated in games like valorant and the design philosophy with its emphasis on Silhouette readability created a new best practice in fps game design the idea of embracing a more illustrative cartoony style was a bold move and one that paved the way for many other games skins and cosmetics valve introduced the first set of nine Cosmetics with the sniper vs Spy update in 2009 we now have almost 2 000 cosmetic items in the game the idea has been around for a long time in many forms from unlocked character models in multiplayer games potentially going back as far as GoldenEye on the N64 to unlocking an outfit in Resident Evil once you've completed the game Street Fighter 2 had alternative skins in 1991 but to be fair skinned and cosmetics are very different a more Dynamic Cosmetic System can first be found in social networking sites like Habbo Hotel and second life as well as in games like the Sims as for microtransactions well supposedly the history can be tracked all the way back to power-ups you can buy in arcade machines but many will say the first cosmetic was a horse hat the famous horse armor in Oblivion from 2006. at the time players complained about paying for this purely decorative item but then also through their money at the game and lapped it up and we continue to do both of these things to this day MOBA games RPGs and online social games have been doing skins and cosmetics for a long time but no other FPS game has done Cosmetics like tf2 did in 2009 the variety the insanity the different Rarities unusuals Australians strangers even to this day it's rare to see an FPS game take Cosmetics to this same level foreign [Music] updates the free-to-play model originated in the late 1990s and early 2000s coming from a series of successful MMOs like archaea dreams of divine land Acadia Neopets RuneScape and MapleStory and in the late 2000s many MMOs transitioned to this free-to-play model including the Lord of the Rings Online Dungeons and Dragons online and Champions online the model was then picked up by larger developers and applied to more diverse genres with games such as Battlefield Heroes Free Realms and Quake live and while the experiment was not successful in every genre TF2 definitely helped to popularize the free-to-play model in the west a game as big and successful as TF2 going free to play in 2011 helped open up the floodgates to a new world of games as services for Better or For Worse loot boxes are thought to be inspired by the gachapon machines and toys popular in Japan in fact the first known instance of a loot box system is believed to be an item called the gachapon ticket introduced in the Japanese version of MapleStory a side-scrolling MMORPG back in 2004 a Chinese game called zeng 2 probably butchering these names apologies is also considered to be an early example of a game that features loot boxes and of course mobile games have been using loot boxes for a long time too one of the first games to introduce this system in the West Was FIFA 09 and it was in 2009 where we saw the idea gain in popularity as companies like Zinger found a lot of success with the free to play model in Social Network games TF2 invented crates in 2010 and was certainly an early adopter of the idea and one of the first to bring them into FPS games and around this time many MMOs and mobas also introduced them as they transitioned the free-to-play model with some of the first examples being Star Trek online and the Lord of the Rings online in December 2011 what's quite unique to TF2 though is the inclusion of the key as a distinct item that has its own value and feeds into the in-game economy in-game economies are thought to have started in MMOs and in life simulation games the latter of which took radical steps towards linking a virtual economy with a real world one for example in Second Life in 2003 before that though people were paying real money for EverQuest items and then later with the success of World of Warcraft in 2004 the idea became more mainstream now many games like RuneScape Elder Scrolls online and Eve are famous for their fascinating and varied economies it was 2010 when TF2 added the ability to trade with others and purchase items from an in-game store in the man economy update this is another idea that was popularized and may be pushed forward by TF2 but by no means is a first that being said it's gone to be one of the most lucrative in-game economies with items being worth up to six thousand dollars and many accounts being made dedicated to item farming two quick honorable mentions here one objective based gameplay not new but TF2 certainly doubled down on this with no Team Deathmatch mode or free-for-all which felt unusual for an FPS game at the time and secondly humor lots of games are funny but in my opinion few games match the humor of TF2 the world is completely drenched in humor and it's one of the reasons the game continues to be loved to this day and the humor in TF2 always appealed to people because it was genuinely funny and not just slightly corporate cheesy funny [Music] things that TF2 actually maybe might have done first and were possibly really original okay so here's my list of completely original features that debuted in the world of video gaming in the Masterpiece that is TF2 oh and maybe this one but also the spy and the jar of Wii and hats and a game mode where you feed fish to a seal I mean loads of stuff if you get specific enough but in terms of big features or gameplay mechanics then these were two of the big ones that came to mind but it really is difficult to Define how big does an idea have to be I haven't include weapon Concepts in this list because it doesn't seem quite appropriate but there are certainly some very original ideas in that department great bomb card payload was added to the game in the first major update it's a spin on the escort game mode in Team Fortress classic where you have to protect a VIP as he gets to a checkpoint however I think payload feels different enough to be considered its own thing and maybe even an original idea I remember the first time I played Gold Rush I'd never played anything like it and it's my favorite game mode to this day now we take it for granted with many games featuring a payload or escort mode like an OverWatch war zone and paladins previously to TF2 taunt kills have only really featured in fighting games and whenever we do see a taunt kill they're normally just finishing moves like in Smash or in Apex Legends to be able to kill an enemy at full health with a stylish move in an FPS is pretty unusual and even to this day I can't think of many games that include this feature and on top of taunt kills there are group taunts you can just join in with without having to purchase and moving taunt that you can run around the map with TF2 has definitely taken taunts to a whole new level [Music] many early turn-based strategy games allowed you to slightly power up your units by scoring killing blows in succession and also some early brawler games rewarded players with a kind of score multiplier that increased with each kill in Rapid succession these early examples however were more like combos for scoring purposes but first person shooters began to explore and embrace the killstreaks and move away from the time proximity requirement and instead into more of a per Life tracking system but to be able to track how many kills you have on a particular weapon forever and for there to be an attachment that you can put on any weapon to do this it's a pretty unique spin on the idea and it's another one where we see similar things in RPGs and MMORPGs where you may have access to these stats anyway but I certainly think this could be considered an original idea in the grand scheme of things my list of things that were maybe quite original was a lot longer than these three and here are a few quick honorable mentions some of which you guys suggested to me but let me know which you think are valid rocket or sticky jumping first featured crudely and doom then in Marathon more impactfully and Quake then Team Fortress classic and then TF2 so rocket jumping isn't really original in TF2 but maybe it's the first game to intentionally include rocket jumping it certainly took the idea to a whole new level the spying engineer are pretty unique characters even to this day but it's difficult to argue that TF2 did them first especially as Team Fortress classic exists fan made content of course not new but the way TF2 does this with its Workshop is pretty unique and accessible medic's Hill beam was suggested it's a pretty unusual mechanic I wouldn't be surprised if this was a first the Nemesis system again there were similar systems like this but nothing that worked quite in the way tf2s does and then you could get down to the real nitty-gritty with weapons cosmetic types item types seasonal events the market Gardener a character that was a demolitions man and then suddenly picked up a sword and then started charging around the map I mean it depends how specific you go the list is endless TF2 does lots of things better than anyone else it's brought lots of Concepts from other genres into the world of FPS multiplayer games and it even did a few completely new things but in reality seldom does one have a completely original idea and even if you do it's probably just your brain connecting a couple of existing ideas together by accident TF2 made leaps in progress though made huge Innovations in many areas of game design like the in-game economy Cosmetics character design pretty much every aspect of the game all of which still Inspire and get built upon by other games TF2 is a giant with some Hefty shoulders [Music] foreign [Music] yeah yeah thanks and we Legends are knocking
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Channel: Toofty
Views: 515,005
Rating: undefined out of 5
Keywords: tf2, team fortress 2, hints, tips, tricks, guide, techniques, tutorials, toofty, tooftytv, gameplay, fun, funny, demoman, engineer
Id: -Cagr3HGmXs
Channel Id: undefined
Length: 13min 12sec (792 seconds)
Published: Fri Aug 25 2023
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