There are certain innovations in computer wargames which do not necessarily translate into added sales or even success. However, they do offer interesting concepts which should have been noted by the gaming industry. They are listed herein by year of publication; contrary to the standard industry "real-thought", computer gaming does go back more than a single decade.
(1) STAR RAIDERS (1979): An early arcade/strategy classic, its originality may have been subject to question, but it was the first conversion from the mainframe computers which offered a "save game" feature -- which has become a standard feature.
(2) EASTERN FRONT (1981): Chris Crawford's classic set the standard for computer wargaming; especially noteworthy were the map with its changing appearance due to seasonal weather changes and simultaneous execution of orders from both sides.
(3) KNIGHTS OF THE DESERT (1983): This early simulation of World War II's Afrika Korps allowed unit stacking. Long a mainstay of board wargaming, this feature was first implemented here, albeit in a clumsy fashion.
(4) NATO COMMANDER (1983): This operational/strategic game of NATO-Warsaw Pact confrontation was one of the first real-time games. Time definitely did not stand still, and its originality was complemented by the newspaper reports which summarized the play of each turn and gave an added sense of "realism".
(5) F-15 STRIKE EAGLE (1984): It looks ridiculously arcade today, but when it was released, this flight simulator gave evidence of the realism that would become a standard, e.g., weapons load-out, fuel status, mission parameters.
(6) KAMPFGRUPPE (1985): One of the first wargames to offer line-of-sight options in a tactical game.
(7) GETTYSBURG (1986): A traditional treatment of the famous Civil War battle, this included degradation of visibility due to the volume of black powder/smoke obscuring the battlefield.
(8) PATTON VS. ROMMEL (1986): Simultaneous movement coupled with "trafficability" problems offered a game which explored the parameters of careful planning.
(9) BATTLEFRONT (1987): Although the artificial intelligence was somewhat retarded, this was one of the first computer games to require the player to command and allow subordinate commanders some leeway. In addition, the scenario and map editor became common to future games.
(10) ANNALS OF ROME (1988): Strategic political and military concepts bundled together into a coherent unity.
(11) RED LIGHTNING (1989): I was less than impressed with the game, but the subordinate unit concept was fascinating. Divisions could be accessed, thereby allowing one to order the subordinate brigades to offer hard or elastic defense options. Sadly, this concept has not been utilized often.
(12) PATRIOT (1992): One of the worst designs ever published, this was still noteworthy for the task force editor and the concept of divisional and brigade areas of operation. Due to the reception of this game, the innovative concepts were rarely used thereafter.
(13) AV8B HARRIER ASSAULT (1993): A combat duality, this allowed the player to fly individual missions and/or act as JTF (joint task force) commander. Success and/or failure in either aspect impacted the other mode of operation.
(14) ROBERT E. LEE: CIVIL WAR GENERAL (1996): An operational Civil War battle game with an innovative concept of victory. Although battles had traditional "victory point" areas, additional victory points could be secured by seizing hotly contested terrain. Victory points increased for terrain dependent on how much combat occurred therein; while this concept could lead to a World War I or Vietnam mentality of seizing objectives lacking actual merit, it also worked well within the parameters of the game.
(15) WARGAMER: NAPOLEON 1813 (1999): Utilizing both operational and strategic perspectives, this simulation allowed the player to select the terrain for a tactical battle (assuming he had leadership initiative, cavalry advantage and a more defensive posture). Reminiscent of Napoleon's historical selection of battlefield terrain at Ulm and Austerlitz, this was a welcome advance in computer design mechanics.