Game Development Community

Anyone Else Sick To Death Of Fps's

by Technomystic · in General Discussion · 05/02/2004 (5:25 pm) · 24 replies

Hello... Probably not the most popular of ideas but I just have to ask this question...

It seems to me that evry single game mod message board is flooded with one FPS regurgitation after another. Do not get me wrong I am sure that there is a lot of real talent at work on these mods and surely there is nothing wrong with FPS's as a genre. But damn! Is there really a demand for hundreds of variations of the same basic gameplay mechanics?

For the most part the FPS genre is a VERY STATIC entertainment medium. They MUST play a specific way, and this way is so well established that any deviation from it is the death knell of any mod brazen enough to attempt departure. There are only so many ways to capitalize on the latest innovations of physics and graphical effects when the user interface is " aim reticule, pull trigger, strafe right / left / back, pull trigger and MAYBE jump ". So this begs the question " What is it that makes one FPS any different from the hundreds of others clogging the genre ? "

To me introducing the use of vehicles does precious little to refresh the vitality of genre deteriorating at a break neck pace. Ragdoll physics is nice but is nothing more than eye candy added for the sake of immersion. The same could be said for any of the latest graphical techniques or even the application of realistic physics.


Anyway the point of all this rambling is to get feedback on whether or not the community thinks that there is a place for a mod that is based on 3rd person beat em up, platforming, team based game play.

I have an idea for a Bloodsport type of game based on the same idea of the Ancient Meso American sport Pok Tapok ( I think that was what it was called ) that combines soccer, basketball, and kick boxing. We have just begun the design phase of the idea so we are not yet ready to publish anything more than what I have just typed but I felt the timeis right to at least find out if this is an intriguing concept.
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#21
05/14/2004 (2:04 pm)
Severance: Blade of darkness was far better than rune and technicaly 80% more impressive. Plus it had far better gameplay, great physics, (could shoot arrows and pin bad guys to doors, and then open and close doors and furniture) plus it had dynamic shadows that were way ahead of their time, as well as cubic mapped water back in late 2000 early 2001. Very inovative fighting system too. I'd recommend anyone that liked Rune to try this one, it stands head and shoulders above anything in the same action/RPG genre since.
#22
05/14/2004 (3:35 pm)
The two most overlooked aspects of first person shooters are the "first person" aspect and the "shooter" aspect.

"first person": Why must the character always be a hero? Why not be something else, like a train driver, a hooker, a frog. Maybe even Mario.

"shooter": why do you always need to shoot/kill things? Your primary "attack", if you were a frog for instance, could be a jump. Or your tongue to stun things.

The first person perspective offers so much potential with how gamers could view the world, yet game developers have yet to offer anything other than gunslingers or swordbearers.

In my opinion if you want to be original in the FPS genre, look for a different first person perspective. Who says it has to be human?
#23
05/14/2004 (4:07 pm)
I just played riddick on the xbox, and one thing that stood out was the fact that you can see parts of yourself as you look around, like your hands shoulders, feet, knees when you crawl, and your shadow is a significant part of the scenery. It's pretty cool that the shadow looks like vin diesel too lol. but it certainly made a change to walk around and see your shadow being cast dynamicaly all over the scenery as you walk in FPS mode.

I was actually working on a pretty decent FPS shooter that had really nice controls, I thin kthis is an area thats overlooked and can be greatly improved on. in mine we could twist and bend the torso dynamicaly as you looked around corners whilst running and walking or crouching by holding down Q or E and it worked really well. another thing we had was that weapons collided with the scenery, bit of a nuicanse wit ha big gun though, as it would get caught quite often sometimes spoiling the pace of the gameplay.

the current game I'm working on is a FPS of sorts with a twist. Had a showcase up a few months ago, but its come leaps and bounds since then :) and we have MP network play just about wrapped up too even with the crazy physics.
#24
05/15/2004 (1:46 am)
I think this is relevant to the 'shooter' discussion:

www.vancouver.wsu.edu/fac/peabody/game-book/Chapter1.html#CONFLICT
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