Please create an account to participate in the Slashdot moderation system

 



Forgot your password?
typodupeerror
×
First Person Shooters (Games)

Ten Maxims Every FPS Should Follow 155

The Game Career Guide site has up a story that tries to lay down some rules for a good First Person Shooter. The article advocates in favour of player choices, fast action, and rich environments; keep the boring cutscenes and make sure the players are getting a great bang for their buck. From the article: "Don't allow the player to play the game half-heartedly, which is a dangerous stumbling block at any point of the game. Example: Half-Life 2. While the introduction presenting the environment of City 17 was much more effective than the tram sequence of Black Mesa from the game's predecessor, the sheer length of time between point insertion and getting the crowbar would never have worked in any other game."
This discussion has been archived. No new comments can be posted.

Ten Maxims Every FPS Should Follow

Comments Filter:
  • TFA (Score:5, Informative)

    by Anonymous Coward on Tuesday February 27, 2007 @05:46PM (#18172952)
    Why are so many first person shooters poor, repetitive, linear, and formulaic? This question came up during a conversation with a friend, and he and I came up with some ideas that we noted were present in what we considered great first person games. From that and succeeding conversations, I came up the ten maxims that every FPS should follow.

    1. Get into the action early

    Draw the player into the world by force; use that initial confrontation to set the tone. This first impression must be followed up by developing the tone.

    Example: Call of Duty. The speech of the commissars at the beginning of the Russian campaign, mixed with the planes, explosions, and machine gun nests is dangerous, intense, and doesn't go on forever.

    Don't allow the player to play the game half-heartedly, which is a dangerous stumbling block at any point of the game.

    Example: Half-Life 2. While the introduction presenting the environment of City 17 was much more effectively than the tram sequence of Black Mesa from the game's predecessor, the sheer length of time between point insertion and getting the crowbar would never have worked in any other game.

    2. Create a world that invites, encourages, and rewards smart thinking

    Combining fallback points, fortified positions, and stretches of exposed ground intelligently allows the player to choose when to make a run for safety or to take a stand.

    Example: Far Cry. The mixed terrain and objects gave the world a "real" feeling, allowing stealth or brute force to move Jack through the game.

    Always running in circles or darting around the same corner to pick off one enemy at a time is boring, and forcing the player to figure out the "trick" is an exercise in frustration (not challenge) if done poorly or too often.

    Example: Painkiller. Despite featuring a wide array of locales and enemies (and lots of them) every level managed to be the same combination of jumping in circles as enemies appeared from every side.

    3. The game world is the real world

    There should almost never be just one way from one place to another; the player should never feel constrained in their options.

    Example: Halo 2. The open city environments allows Master Chief different ways to complete his objectives, adding replay value to the game by rewarding the player for doing nothing more than exploring their environment.

    Highly linear game play quickly becomes repetitive and predictable; using false paths to provide the illusion of free choice only serves to make players angry.

    Example: Quake 4. Every objective that Kane is given is straightforward and straight forward. The rationale behind each one is obvious: in order to delve deeper into Stroggos, the various companies need enemies cleared out. Throwing the player into a tank offers little variety; each mission is either an arena or a tunnel through the various installments.

    4. No one lives forever

    While playing, there must be a sense of urgency and empowerment; there must be a meaningful reward for timeliness and effectiveness (even if not immediately so).

    Example: Call of Duty 2. Sitting still is not an option, and trying to fight the war alone is a suicide mission. Furthermore, the player's participation is not optional; there are no invincible allies that can clear the room while you hang back.

    Failing this, the immortality or immediate mortality of allies or enemies that hinges upon whether the player is present makes the player useless as a hero; they are relegated to the role of mute witness.

    Example: F.E.A.R. The Point Man has the amazing ability to be one room over or one second too late when anyone that can help him is in danger.

    5. Make the character's abilities and options suit the world they inhabit

    A player's armaments, protection, and surroundings need to make sense in terms of their location, power, and weaknesses. Done right, the player ha
  • Re:HL2 (Score:3, Informative)

    by MrNiceguy_KS ( 800771 ) on Tuesday February 27, 2007 @06:37PM (#18173836)
    HL2 was deeper than gun and run even if that is the game play in effect. That is why it could do stuff without a weapon.

    What I loved about the opening segment of HL2 was the "chase" scene. You're just an unarmed civilian franticly running, trying to get away. I liked that aspect of the airboat chase as well, though that broke down a bit during a couple of "stop the boat and fix the ramp" puzzles. That stretched my suspension of disbelief a bit too far.

  • Re:Really (Score:1, Informative)

    by Anonymous Coward on Tuesday February 27, 2007 @06:50PM (#18174116)

    The only reason is to repeat the ads.
    What ads? [adblockplus.org]
  • Re:HL2 (Score:2, Informative)

    by Cyanara ( 708075 ) on Tuesday February 27, 2007 @08:39PM (#18175566)
    I still don't understand why people think HL2's graphics are/were amazing. Has anyone even played Far Cry, FEAR, COD2 etc? HL2's textures are painfully low res. You need a 1GB FakeFactory mod to bring most of them anywhere near acceptable. There is the occasional nice pixel shader, say in a glass door, but lighting is pretty pitiful, with pretty mild bumpmapping. The torch does not blend well with any of the weak looking shadows. The added HDR comes across as way too heavy handed and tacked on. And despite all this, loading times are pretty formidable. Far Cry came out about a year before it, and had beautiful textures, wide open spaces, amazing lighting, and great loading times (especially when reloading).

    I know they say HL2 was designed to be able to run on low end computers, but is it honestly that hard to add an extra "very high" graphics setting to the game?

E = MC ** 2 +- 3db

Working...