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Ten Maxims Every FPS Should Follow

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."

155 comments

  1. HL2 by Turn-X+Alphonse · · Score: 4, Interesting

    HL2 worked because you still had things to play with and see. You could still throw cans at the CP or make that hoola girl dance. It had enough small things we were entertained until the "main game" started. Plus at the time HL2's graphics were (and maybe still are) amazing, so when you saw all the tiny details you drooled instead of going "I need a gun!"

    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.

    --
    I like muppets.
    1. Re:HL2 by feepness · · Score: 1

      Slashdot tip of the day : Tags are not comments, they're ment to help people search for topics. Write a comment or leave

      I dunno if this is tip of the day.... I've seen this several times recently.

    2. Re:HL2 by MrNiceguy_KS · · Score: 3, Informative
      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.

      --
      Redundancy is good And also good.
    3. Re:HL2 by RyoShin · · Score: 1

      Having just started Half life 2 this past week, I have to agree. At the very beginning I found myself wandering a bit, wondering where I had to go, but the game constrained my movements just enough that I wound up where I needed to be. I believe I had a good 10 or 20 minute trek before I got to the point that I had even a crowbar. While I did wish I had a gun, I fully understood why I didn't have one, and the game was set up in such a way that, even had I a gun, it wouldn't have done a lot of good at that point. I was kept more than busy enough and taken in by the game that it didn't bother me much that I had no gun.

      And now, even though I do have guns (and some kick-ass ones, at that), I find myself doing much more than just running around shooting. The gravity gun is one of the best ideas for FPSs, ever. Now I can stack things up or use my imagination to get through situations rather than relying on gunning my way out.

      That's one of the things FPSs need to work on. They may be called Shooters, but players should be able to do more in those games than just shoot.

    4. Re:HL2 by grumbel · · Score: 2, Interesting

      Maybe its just me, but I found the first 10-20mins of HalfLife2 to be *by far* the best part of the entire game. It was good especially because you didn't have a gun and because you really hadn't all that much to do. You where after all in a city ruled by Combine, so you had to follow their orders and couldn't just wildly run around as you please. The beginning of HalfLife2 was great because it felt realistic, because it made sense, something I can't really say about the rest of the game. At the point where you get the gun the game fell pretty much apart for me and turned into yet another random run-and-gun game, maybe prettier then other, but not really any more interesting. There where a few other good cutscenes later on, but the core gameplay lacked any of the realism and feeling that was established in those first minutes. I would absolutely love a 'first person shooter' where you just run around like in those 10-20mins for all of the game, add a bit more interaction into the mix and you could end up with an awesome first-person-adventure kind of game, DeusEx already kind of did that and I would love to see a few more games in that direction, maybe with even less guns.

    5. Re:HL2 by Cyanara · · Score: 2, Informative

      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?

    6. Re:HL2 by Anonymous Coward · · Score: 0
      I dunno if this is tip of the day.... I've seen this several times recently.

      That's because sigs are not comments, they're meant for identifying the poster.

    7. Re:HL2 by Paradise+Pete · · Score: 5, Funny
      I believe I had a good 10 or 20 minute trek before I got to the point that I had even a crowbar. While I did wish I had a gun, I fully understood why I didn't have one

      You didn't find a gun in a suitcase at the train station?

    8. Re:HL2 by Anonymous Coward · · Score: 0

      Were you dropped? HL2 shipped a long time before Doom 3.

    9. Re:HL2 by Anonymous Coward · · Score: 0

      Were you? Half Life 2 shipped on November 16, 2004. Doom 3 shipped on August 3, 2004. In the calendar most of us use, August comes before November.

    10. Re:HL2 by RyoShin · · Score: 4, Funny

      ...shit.

    11. Re:HL2 by angrymilkman · · Score: 1

      he's forgetting the most important thing: skippable cutscenes, remember how annoying gears of war was where you have to wait for the cutscene to finish?

      --
      ...what matters is what you like, not what you are like...
    12. Re:HL2 by Anonymous Coward · · Score: 0

      HL2's source code was leaked in September, 2003, though. :)

    13. Re:HL2 by KDR_11k · · Score: 0, Offtopic

      Discworld trolls believe they move backwards through time.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    14. Re:HL2 by Belgand · · Score: 2, Insightful

      Personally I felt that these sequence, while done very well, was more confusing than anything. You were thrust into a plot with little to no warning and immediately expected to understand what was going on and side with these rebels or something that you know little to nothing about against an enemy you also know little to nothing about.

      I felt that, compared to the plot of the first game with it's more easily understood "Get out. Oh NOES, they want to to cover it all up! Escape!" theme worked much better at accomplishing the same thing.

  2. TFA by Anonymous Coward · · Score: 5, Informative

    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

    1. Re:TFA by Sibko · · Score: 1

      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.
      Personally, I feel he got this one completely wrong. Halo's levels were open and allowed you to reach and complete your objective in different ways. Halo 2 doesn't even come close; you get railroaded through a confined passage of enemies everywhere you go. Sure, the levels themselves were MASSIVE, but invisible barriers and instant kill zones stopped you from exploring anything.

      The only exception was Metropolis [The city level] wherein you could get on top of buildings with clever jumping. But once you get up there, it was easy to see that the developers hadn't really fleshed it out: Bad textures, invisible walls, an incomplete skymap, no weapons to use, and being able to just run past every enemy encounter without having to fight. [None of them could get on the roofs.]

      Contrast this with Halo. The only level with an arbitrary invisible barrier was the island. [Silent Cartographer] and even then, you could drive the warthog out a kilometer or so into the water before you hit it. [Halo 2 let you go about ten feet.] That whole island is like the epitome of open design. Other levels in Halo did restrict your movements [For instance, Truth and Reconciliation] but they did it in a way that made sense. In Truth and Reconciliation, you're stuck on a narrow windy path on the side of a gigantic cliff. In Assault on the Control Room you are at the bottom of a gigantic canyon. Not just that, but the actual playable area is huuuuge. Assault on the Control Room is easily several kilometers long, and almost always 100+ meters across in every location.

      In Halo 2, the levels are equally massive, but you can't actually go anywhere. Yeah, those gigantic pillars in the Covenant holy city might be actual geometry, but you can't reach them because they're behind invisible barriers and instant death zones. The only path you can take is usually confined to being about 10 meters across. Unless they wanted you in a vehicle. Then it was more like 50 meters.

      This is actually one of the largest complaints from fans of the original game, and I'm really surprised that the author would choose Halo 2 as his example of open gameplay. Halo 2 wasn't open, it was confined spaces with very shooty, spray n' pray weapons. Almost like the game was designed by committee to 'FPS standards', that included stupid things like boss battles and so on.
    2. Re:TFA by Das+Modell · · Score: 1

      The only exception was Metropolis [The city level] wherein you could get on top of buildings with clever jumping. But once you get up there, it was easy to see that the developers hadn't really fleshed it out: Bad textures, invisible walls, an incomplete skymap, no weapons to use, and being able to just run past every enemy encounter without having to fight. [None of them could get on the roofs.]

      It's not that they didn't flesh it out, it's that you're not supposed to get there at all. Obviously there's no point in constructing areas that the player will normally never visit or even see (but curiously enough, World of Warcraft is full of such areas, many of which aren't simply leftovers that didn't end up used for the final game).
    3. Re:TFA by Subsound90 · · Score: 1

      I think one thing wasn't mentioned in here that really should be, believable AI's. I am a great fan of sneaky games. and games where you can out manuver an enemy without standing there and seeing whos armor lasts the longest. Something like Prey, where you can't sneak period and they always see you through walls or jump out or portals so they always get the first shot. Also I like to be confronted with enemies that don't move in predictable patterns. Some of the WW2 games you sit there at a machine gun nest as swarms of enemies come from one direction as you mow them down, or enemies confronted with a heavily armed adversary run through open group like a sheep. On the other side enemies should not see you, train on you instead of your teammates that are firing on them, and head shot you in 2-3 seconds like brothers in arms.

  3. Maxims for creating an annoying opinion piece. by ivan256 · · Score: 4, Funny

    1. Split your limited content onto multiple pages to increase ad impressions
    2. Say stupid and inflammatory things you know people will disagree with, like: "The story isn't more important than the game" (Don't bother having a plot) or "The player must always know the objective" (Don't even think of making something that has elements of adventure gaming)
    3. Include useless flamebait at the end of the article like proclaiming MMOGs as bad, or announcing that one game company is superior to others.

  4. Nearly all right by megalomaniacs4u · · Score: 5, Interesting
    Not bad, I agree with the list but they missed some pet peeves:
    • Thou shall not steal my carefully collected, especially the one decent gun I like and use.
      Examples: Red Faction, Quake 4, and too many others
    • Thou shall not have pointless out of character stealth levels in an out & out action game.
      Examples: RTCW, MoH:AA
    • Thou shall not use dumb jumping puzzles to slow the player down
      Examples: HL2, Jedi Knight - Jedi Outcast, Prey*

    * = Although the gravity & portal puzzles made a welcome change, they were used as a substitute for jumping puzzles.

    1. Re:Nearly all right by carlmenezes · · Score: 1

      Thou shalt not use Forever as the last word in the game's name ;)

      --
      Find a job you like and you will never work a day in your life.
    2. Re:Nearly all right by KDR_11k · · Score: 1

      Yep, noone liked No One Lives Forever.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    3. Re:Nearly all right by elrous0 · · Score: 1
      Thou shalt not have areas of infinitely-spawning enemies.

      Thou shalt keep the use of crates to a minimum.

      -Eric

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    4. Re:Nearly all right by metsu · · Score: 1
      an additional one from me:
      1. -- Thou shall not sacrifice control in the name of an target learning curve.

      It's sad to see crippled control just because the developer thought it was too "hard", it's the reason why we have limited 3d freedom, and lack of innovation in HID devices. If you don't want a steep learning curve for intro, make it an option, not the rule.
      /dreams of a game with more advanced separation of aiming/movement/viewing axes, double aiming axes for two weapons, macro-assisted controls, etc.
  5. Really by p0tat03 · · Score: 4, Insightful

    The article was on 2 pages. Were we reading the same article? I don't consider that amount of content to be too little for 2 freaking pages.

    Inflammatory? Nowhere in the article did the authors insinuate that games should not bother to have a plot, their assertion was that a good plot would still make for a boring game if the gameplay elements are not there - and I reckon the vast majority of gamers will agree with that.

    And where in the world did the article claim that MMOGs were bad? Not to mention one of the authors lists "Guild Wars" amongst his favorite games - hardly an anti-MMORPG fanatic.

    1. Re:Really by ivan256 · · Score: 1

      And where in the world did the article claim that MMOGs were bad? Not to mention one of the authors lists "Guild Wars" amongst his favorite games - hardly an anti-MMORPG fanatic.

      Keep reading.... You were so close!

    2. Re:Really by PieSquared · · Score: 1

      Why, why was it on two pages! There is *no* reason! Even dialup can handle all the text of the article on one page without trouble. The only reason is to repeat the ads.

      --
      Does a line appended to your comment give your post meaning in and of itself, or only in relation to those without?
    3. Re:Really by Anonymous Coward · · Score: 1, Informative

      The only reason is to repeat the ads.
      What ads?
    4. Re:Really by Anonymous Coward · · Score: 0

      The grandparent post was following his own advice for creating an annoying opinion piece.

    5. Re:Really by Hubbell · · Score: 1

      Guild Wars is NOT an MMORPG, it's nothing more than a larger scale Diablo.

    6. Re:Really by Anonymous Coward · · Score: 0

      There is another purpose that has nothing to do with presentation: Splitting an article over at least two pages shows you how many visitors actually read the article and how long it takes them between loading page one and two.

    7. Re:Really by Cocoshimmy · · Score: 1

      From the article: "I do not have the audacity to call these ten concepts rules, but I do feel that these ideas are of primal importance to this genre. No amount of flashy graphics, deep story, or sophisticated artificial intelligence can trick the smart gamer for long. I also believe that in the end, those previous three concepts are not memorable; graphics and A.I. will improve, and players want a game, not just a story."

      He doesn't say directly that games should not have a plot, but he definately states that it isn't that important and that "smart gamers" won't be tricked by it. This is a highly flammatory statement that many will take offense to as it dismisses very important gameplay elements as irrelevant features. Personally, I think that the story is one of the most important elements in a game and it is most certainly a memorable trait. Additionally AI, graphics and animation are all closely tied to the gameplay for almost all FPSs, so for those players who "want a game", these are extremely important and memorable features (a point the author seems to dismiss).

    8. Re:Really by Yvan256 · · Score: 1

      The article was on 2 pages. Were we reading the same article? I don't consider that amount of content to be too little for 2 freaking pages.
      Still, that's something that doesn't make any sense on the web. We don't need to split content into "pages". This is not a printed page with a limited surface to print content on. The only reason to split content on many "pages" is to get more "banners print" revenues.
    9. Re:Really by p0tat03 · · Score: 1

      I really don't get why the Slashdot groupthink is so against ad profit. The way I see it, if the article is chopped into so many fine pieces that it becomes a burden or a chore having to leaf through all those pages, then it's excessive. But if it's chopped comfortably into substantial pages that take a significant amount of time to read through and process, then they're free to make some ad impressions on me.

      I am, after all, consuming their content. There's a difference between seeking profit and all-out greed, this article I do not believe belongs to the latter.

    10. Re:Really by Yvan256 · · Score: 1

      I was not talking against the ads directly. I was talking about the splitting of pages itself. It makes no sense to split content into "pages" for a web page.

      If people don't read half your text, they won't load page 2 and see the new ads. Similarly, they could put ads all along the height of the content but display it on a single page. Even better, it would lower the workload of the server since you will only be serving "1 page load", won't have to load the website interface twice, etc.

    11. Re:Really by C0rinthian · · Score: 1

      Breaking it up into two pages can give you a bit more information:

      Page 1 hits = number of people who got to your article
      Page 2 hits = Number of people who actually read the thing.

      If you have a content writer who may have a lot of hits on page 1, but significantly fewer hits to subsequent pages then you know people don't want to finish reading what he wrote. If all you had was page 1 hits then you would lose this metric.

    12. Re:Really by Yvan256 · · Score: 1

      Interesting, I didn't think about this. Thanks for the insight.

    13. Re:Really by C0rinthian · · Score: 1

      I'm not speaking from any professional experience, mind you. Just some logical conjecture.

  6. Mod parent up by UbuntuDupe · · Score: 1

    Well said. Has anyone else noticed a trend toward:

    1. Split your limited content onto multiple pages to increase ad impressions

    happening more often? Slate started doing it recently, even for a second page with one small paragraph.

    1. Re:Mod parent up by edschurr · · Score: 1

      Well, what if that sort of behaviour results in a lower price for ad impressions, and as a result everyone will have to do it to keep up.

    2. Re:Mod parent up by Drooling+Iguana · · Score: 4, Funny

      It seems to me to be pretty much

      --
      ... I'm addicted to placebos
    3. Re:Mod parent up by Drooling+Iguana · · Score: 4, Funny

      the same as always.

      --
      ... I'm addicted to placebos
    4. Re:Mod parent up by Petrushka · · Score: 0

      Nice! Especially if "funny" mods increased

      ... karma.

      (... which they don't)

    5. Re:Mod parent up by steveo777 · · Score: 1

      They don't. But 'underrated' does. He got some karma out of it.

      --
      This sig isn't original enough, it's time to come up with something witty...
  7. Where's the bullet point for "fun"? by RichPowers · · Score: 4, Insightful

    Too many FPS games get so caught up in their own little world that they forget about making the experience fun. I recently beat Doom III (three years late, I know) and one word best describes it: boring. Sure, the weapons and environments (Mars, hell) are damn awesome, but the actual gameplay is monotonous and contrived. I actually turned on God Mode just so I could beat the game faster...

    Now look at Team Fortress Classic. No other online FPS is as fun and entertaining, for me anyway. And the game is almost 7 years old! TFC has no story, virtually no learning curve, no preset environment, and the graphics aren't that great. It just has balanced classes and some awesome maps (Dustbowl is one greatest FPS maps ever crafted). Red Team and Blue Team just kill each other amid a sea of gibs for no reason...and I love every second of it!

    Games need to step back and realize that it's not all about production values and storytelling and graphics (though these things are important). It's about fun and entertainment, too.

    1. Re:Where's the bullet point for "fun"? by Mex · · Score: 1

      You too?

      I'm surprised, I've talked to a lot of gamers who were so bored with Doom3 that they turned on God Mode and just went at it to see the end boss.

      I did that with Quake4 too. The challenge just stops being fun, and it becomes boring.

    2. Re:Where's the bullet point for "fun"? by textstring · · Score: 1

      shit, you consider tfc to have no learning curve? your general fps gamer these days doesn't know how to bunny hop or rocket/conc jump

    3. Re:Where's the bullet point for "fun"? by jchenx · · Score: 2

      Too many FPS games get so caught up in their own little world that they forget about making the experience fun. I recently beat Doom III (three years late, I know) and one word best describes it: boring. Sure, the weapons and environments (Mars, hell) are damn awesome, but the actual gameplay is monotonous and contrived. I actually turned on God Mode just so I could beat the game faster...
      Actually, a lot of people would agree with you here. Doom 3 ratings on GameRankings are decent at 88%, but more successful FPS games/franchises, have scored a lot better, probably because they were fun.
      --
      -- jchenx
    4. Re:Where's the bullet point for "fun"? by grub · · Score: 1


      I'm surprised, I've talked to a lot of gamers who were so bored with Doom3 that they turned on God Mode and just went at it to see the end boss.

      That was me. I got tired as hell of flipping between a flashlight to see in impossibly dark corners and a gun to kill whatever jumped out of the "monster closet" that passing over some point opened.

      I love the first 2 in the Doom series and play Doomsday all the time with the high-res packs but Doom3 was a boring waste.

      --
      Trolling is a art,
    5. Re:Where's the bullet point for "fun"? by Original+Replica · · Score: 1

      your general fps gamer these days doesn't know how to bunny hop or rocket/conc jump

      One of the best things about "Gears of War" is no retarded jumping around.

      --
      We are all just people.
    6. Re:Where's the bullet point for "fun"? by Anonymous Coward · · Score: 0

      TFC has .... virtually no learning curve ...


      Maybe my vocabulary is poor, but my only response to that line is simply "LOL". Team Fortress in all its incarnation is probably THE hardest FPS to learn how to play EVER. Even after Valve dumbed it down (once at inception, and 2-3 more times over its life), it was still too complex for the vast majority of gamers. TFC is difficult to learn and difficult to master. The majority of players get stomped easily by even mediocre clan players. As soon as something else came along (Counter-strike, and various other FPS's) people fled. TF (and TFC, and Q3F, and ETF, and every other TF clone) hasn't had new blood playing for over 4 years.

      Will TF2 save the game? I doubt it. FPS gaming has advanced beyond TF. I'm just hoping Enemy Territory: Quake Wars will fill the void of class based teamplay. Battlefield certainly hasn't.
    7. Re:Where's the bullet point for "fun"? by SanityInAnarchy · · Score: 1

      Well, Quake 4 wasn't so long, and was actually decently fun to play -- once.

      But Doom 3, after awhile, Godmode just goes on. The game was too damned long and repetitive. The atmosphere is about the only thing it has going for it -- the sound, the lighting, the direction, and the monsters jumping out of walls was pretty awesome, once.

      But playing a second time through is only really fun to show people that we have games on Linux, too, and that's getting old -- Beryl is a bit more useful these days.

      --
      Don't thank God, thank a doctor!
    8. Re:Where's the bullet point for "fun"? by gerddie · · Score: 1

      What you need to know about Doom III: This is not a FPS, but a memory game. If you don't use GOD mode, and forget about the Save/Load option (i.e. when you fail, you have to restart the level) you will soon realize this.

  8. What a great idea! by aicrules · · Score: 1

    A FPS based on Maxim magazine content!

  9. What about "Red Neck Rampage"? by Anonymous Coward · · Score: 0

    Red Neck Rampage kept you into the game because it was funny!

  10. I'd have to disagree here... by Clazzy · · Score: 5, Insightful

    An unbalanced game alternates between hordes of enjoyment-less cannon fodder (that only serve to drain ammunition) and ill-equipped players battling bosses. Example: Serious Sam II. The game moves from one grind to another, the only viable strategy is running in circles, hoping that the boss will show up before all Sam's guns are empty. Sometimes just playing a game where you just mindlessly kill stuff is very enjoyable. You don't ALWAYS want a deep plot or innovative gameplay, you do occasionally want to have hordes of enemies charging at you. FPS games could probably be subcategorised anyway. You'll want your deep, immersive enivronment like HL2, fast action like Serious Sam or maybe more of a horror FPS like FEAR.
    I can agree with the writer at places, but one person's set of ideas for what an FPS should be will be completely different to that of others.
    --
    If we can hit that bull's-eye, the rest of the dominoes will fall like a house of cards... Checkmate.
    1. Re:I'd have to disagree here... by physicsnick · · Score: 2, Insightful

      This is very true. This is what made Diablo 2 so popular; some people love just slaughtering vast hordes of enemies.

    2. Re:I'd have to disagree here... by ichigo+2.0 · · Score: 2, Insightful

      I'm guessing you didn't like D2, at least judging from your comment. IMO the reason D2 (and WoW) is popular, is because people like collecting stuff, be it runes, magic items or experience. It gives a sense of accomplishment, even if it is just a series of bits.

    3. Re:I'd have to disagree here... by Anonymous Coward · · Score: 0

      Yeah what the hell, Serious Sam 2 ruled, it felt like some insane-o Saturday morning cartoon. Now if you were trying to play Deus Ex with gameplay like that, it would be a legitimate complaint, but come on, not all FPS's are the same. I mean he may as well add "Don't have sequences where the main character runs around in a giant spiked hamster ball"

    4. Re:I'd have to disagree here... by physicsnick · · Score: 1

      Actually I loved D2, I've poured hundreds of hours into it. Back in high-school my friends and I were addicted; we'd have week-long LAN parties, where a few friends would bring their computers over to my house for days on end, and we'd play all night every night and even drive home on our school lunch breaks just to get that extra half-hour in. We were addicted.

      Thing is, I never cared about collecting things. I don't even pick anything up when I play until I get at least to Nightmare difficulty, aside from the occasional staff/wand with + to spells for cash. I just slaughter as many monsters as I can. You may have somewhat of a point about people liking collecting things, but I never really saw it.

    5. Re:I'd have to disagree here... by Prophet+of+Nixon · · Score: 1

      D2 was Gauntlet on steroids, not a collecting game. WoW is just a lame timekiller in comparison. Alien Shooter has more in common with D2 than WoW does.

    6. Re:I'd have to disagree here... by theorangesven · · Score: 1

      I dunno, I love the Second Encounter, but Serious Sam 2 just didn't do it for me. Somehow, I just couldn't find it as enjoyable or entertaining. And the story...ugh. When I think of Sam, I don't think of him running around saving little blue people.

  11. My biggest annoyance: by PhrostyMcByte · · Score: 1

    The amount of games that have useless "cinematic" cutscenes, just for the hell of it it seems, seem to be growing.

    It doesn't only affect FPS games either: Neverwinter Nights 2 - even though it is more in a "stop and talk" genre was full of trying-to-be-cinematic-but-not-quite-there cutscenes. The kind that tweak the camera position every time a new sentence begins, and don't really add anything significant to the story.

    These are the kinds of things I can't stand! If you are going to jolt me out of playing and have cutscenes, you'd better give me something damned interesting to look at/listen to, something that is imperative in telling the story.

    1. Re:My biggest annoyance: by jandrese · · Score: 1

      NWN2 is supposed to be like having your computer turn into a Dungeon Master, you really have to expect a lot of talking in a game like that. Personally I think it works quite well, although it does limit the replayability a bit since my patience will likely run a bit thin at sitting through the same story again.

      --

      I read the internet for the articles.
    2. Re:My biggest annoyance: by Anonymous Coward · · Score: 0

      You're missing his point. He's talking about boring, frivolous crap. Of course you expect the story to advance through talking and cinematics in a game like NWN2, but for the love of god, if it's going to be frivolous, you had damn well better make it engaging and/or funny. Pointless cutscenes do nothing but compensate for the designer's shortcomings: prolonging the game because they don't understand level design 101.

    3. Re:My biggest annoyance: by Floritard · · Score: 1

      I was actually just thinking about cut scenes this morning. Cut scenes used to be a reward for gamers back in the day. They were pre-rendered and much prettier than the shit graphics of the game you were playing. I remember the cut scenes for the first dark forces game as being pretty damn cool. Nowadays the in-game graphics trump the cut-scenes of yesteryear and we're all so used to pixar (which still hasn't made a cgi movie with balls.. wtf?) that pretty graphics just don't mean as much anymore. I find myself skipping cut scenes even for new games I've not played through before. They are just boring. Worse yet, as they lack the old wow factor of cool graphics, they now only serve to illustrate how poor most of the story elements of the game actually are. I can usually forgive story, but not when its all that is happening on screen as is the case in a static cut-scene. The best games let you move around, or at least look around while in a cut-scene. You play a game to interact with an environment. There should always be a very good reason to take away control from the player.

  12. What kind of idiot reads Playboy? by Associate · · Score: 1

    Please. Maxim and the lot are nothing more that Playboy with pasties.
    And the only value you might get out of Playboy is the old articles by HST.

    --
    Someone hates these cans.
  13. Good topic, useless article by tomaasz · · Score: 5, Insightful

    The article doesn't really say anything interesting. The authors merely express their wishes as players. As an inspiration for game designers, this is more to the point: http://www.theinspiracy.com/Current%20Rules%20Mast er%20List.htm

    And here's my favorite game design rule:

    In every game there should be a five second goal, a 30 second goal, a 10 minute goal and a 5 hour goal (actual times may vary of course):

    5 seconds - see what's behind next corner, shoot an enemy.
    30 seconds - get to next floor/building, find key, make something explode, see nice scenery.
    10 minutes - get new weapon, encounter new enemy, finish a level.
    5 hours - finish the game.

    As long as the goals and rewards are enticing enough, it's all fine.

    1. Re:Good topic, useless article by Artaxs · · Score: 1

      The author has some good points, but he left out the most obvious and important one of all: Thou Shalt Make It A Good Online Multi-Player Game. The Single Player mode is only fun for 1 (maybe 2) plays through. What makes a FPS game continually enjoyable is a well-balanced deathmatch or objective-based team game. TFA lavishes praise on CoD2 (also excellent to play online, though he doesn't mention it) and half of the article's points are about HL2... but no mention of Counter-Strike?!? CS:Source is the most popular online FPS, and for good reason.

      Any discussion of what makes a good FPS game is pointless unless you at least touch on the topic of multi-player.

      --
      Militant Agnostic: "I don't know, and damn it, neither do you!"
    2. Re:Good topic, useless article by ucblockhead · · Score: 1

      The game sure as hell better last more than five hours!

      --
      The cake is a pie
    3. Re:Good topic, useless article by Anonymous Coward · · Score: 0

      Hmph. I'd argue that both of these articles fall prey to the unfortunate modern trend of making every game beatable by anyone lest someone get "discouraged" and return the game. This is doing nasty things to single-player, multi-player, and maybe most dramatically to massively multiplayer games. Learning curves force individuals to internalize the game mechanisms to a significant degree; since every task in your average modern game has to be completable on the second try by a one-pawed slow-eyed gorilla, end play quality suffers immensely.

    4. Re:Good topic, useless article by Das+Modell · · Score: 1
      Actually the original CS is still more popular than CS:S. 6.5 billion player minutes per month vs. 1.7.

      Any discussion of what makes a good FPS game is pointless unless you at least touch on the topic of multi-player.

      Why pointless? If you're talking about singleplayer, multiplayer is totally irrelevant. They have nothing to do with each other. CS:S is completely separate from HL2 singleplayer.
    5. Re:Good topic, useless article by Floritard · · Score: 1

      They are in fact sold separately are they not?

    6. Re:Good topic, useless article by Das+Modell · · Score: 1

      CS:S comes with HL2, or at least in the original retail release it does. But it can be bought separately.

    7. Re:Good topic, useless article by AcidLacedPenguiN · · Score: 1

      CS1.6 -- hardcore players -- playing for 48 hours a day (cheeto/mountain dew time compression)

      CS:S -- both hardcore and softcore players -- playing maybe 1 to 3 hours a day

      point duly noted.

      --
      disclaimer: I've been known to store numbers in my ass for which to dig out when quantities are required.
  14. I don't get it by nuzak · · Score: 4, Insightful

    So as far as HL2 goes, was getting the crowbar that late in "half hearted" or not? Because I sure as hell felt the panic of someone chased when running through the apartments completely unarmed while CP stormed the place, and after they've been shooting at you while you frantically looked for an exit from the train yard, it's rather satisfying to club a CP thug to get your first pistol to gun down his buddy. Not too half-hearted if you ask me.

    The gunships always felt kind of contrived though, and taking them down was nothing like the immense satisfaction you got from blasting the chopper that had been harrassing you through a good chunk of HL1. Or maybe I'm just jaded.

    FPS's in general though are getting really quite old. In virtually all of them, you zip around on perfectly flat surfaces at cheetah speeds shooting with perfect accuracy due to your glass-smooth and unfaltering run, with your main interface to the world being your always-visible gun. Games like Gears of War may not be advancing cliched concepts much, but are at least shaking up the stale control mechanics somewhat. Normally I rail against "console-ification" of games, but I can only welcome these developments.

    --
    Done with slashdot, done with nerds, getting a life.
    1. Re:I don't get it by SanityInAnarchy · · Score: 1

      The gunships always felt kind of contrived though, and taking them down was nothing like the immense satisfaction you got from blasting the chopper that had been harrassing you through a good chunk of HL1. Or maybe I'm just jaded.

      Yes, you are. Maybe I'm just too young to remember, but it seems to me that the HL1 chopper wasn't as obviously or as persistently harassing. Just a flyby every now and then, dropping a few troops, maybe.

      In HL2, the chopper chases you for quite awhile, and you're frequently having to duck underground, or chase it off with a gun turret, until you finally get a decent weapon to take it down. And when it comes down, it comes down with a BOOM.

      --
      Don't thank God, thank a doctor!
    2. Re:I don't get it by Magnakai · · Score: 1

      I really disagree with you there about HL1.

      There was a large section of HL1 where the chopper was persistently firing at you. I think you were outside in a desert-style area, and possibly near a dam? It's hard to remember. What I do remember is the utter frustration of having your health whittled down every time it got a lock on you.
      When I emerged on the cliffs later in the game, came across the rocket launcher and then heard the whirr of the copter's rotors I felt a chill go up my spine.

      It's one of the only times I've felt genuinely vindictive towards a computer game character, and it was an inanimate vehicle.
      Masterful design.

      While it was possible to shoot it down when it first bothers you, it cost a large amount of ammo, which I definitely couldn't spare the first time through the game.

    3. Re:I don't get it by nuzak · · Score: 1

      > I think you were outside in a desert-style area, and possibly near a dam?

      Nope, it's in a desert area first, and you're running between shallow caves and trying to guess where it is by ear (which is definitely not easy to do with a chopper). The dam is later, and that's when it starts dropping off troops when it's not shooting at you. And then there's the cliffs, the rocket launcher, and payback. Mmm yeah. Never knew you could shoot it down beforehand though, and I kinda figured the script would just replace it anyway.

      --
      Done with slashdot, done with nerds, getting a life.
  15. The Best FPS was made 10 years ago. Case Closed by oni · · Score: 2, Interesting

    You want to know what the best FPS ever was? Quake 3 with either the Threewave CTFS mod or CPMA mod.

    The reason is simple, the action is fast and well-balanced. I'll talk a bit about both points:

    1. Action - playing quake in either of these two mods is like being in a fucking kung fu movie. That's the way it feels. You get in people's faces. You dodge, you rocket jump, you move fast.

    When I play Halo or Half Life or (god help us) CS, I feel like the goal of the game is to hide and creep. If you turn a corner and find yourself with a bad guy, you hold down the trigger and spray and pray.

    The feeling in quake is just so much better, in part due to the running speed, and in part due to the ability to rocket jump off of walls. I played UT for a while and it was better, but I still felt like I was stuck in molasses.

    2. Balance - in quake 3, the weapons are better balanced than any other game I've ever seen. A rocket hit does exactly as much damage as a railgun, which does exactly as much damage as a shotgun (up close) or a nade. What that means is, the guy with the railgun doesn't necessarily own - not if you out smart him. Get in close and your shotgun is more powerful. This also means that switching weapons is a useful tactic.

    What I see in other games is that some weapons are clearly better than others. That simply isn't true in quake (unless you are a complete newb). It also means that nobody can camp you in quake (unless you are a complete newb). Case in point. Everyone remembers the map q3ctf4. Play that map (in threewave mode) and let someone get on the railgun platform and start camping. I guarantee you I can kill him. All I have to do is dodge his one round, then jump on the bounce pad. I'll be up on the railgun platform before he can reload and I'll have a shotgun, so now I'll have the advantage.

    Take a look at this video:
    http://video.google.com/videoplay?docid=4392915597 663174837

    Note the speed of the game. It's just crazy. They aren't making games like that anymore. Modern FPSs are slow and boring. Even Quake 4 sucked.

  16. Kane will kill him for that by QueePWNzor · · Score: 1

    That guy was just plain cruel to Quake4. Though the level design was linear, it was still interesting and challenging; you always had to figure out how to get through tough enemies in some sections. I also found it pretty easy to find proper switches, save for occasional parts such as the "break the glass" part near the beginning. He also failed to mention the unique parts of levels. The conveyor-belt journey to the purification area was unforgiving, and though it was short, it succeeded better than most other takes I've seen. Soon after, the Putrification Monster was also superior to most other games' takes. Story aside, Quake4 is amazing at almost everything it does.

  17. Didn't read the article.. by sugarman · · Score: 1

    but "lots of crates" made the top 3, right?

    --
    --sugarman--
  18. Re:The Best FPS was made 10 years ago. Case Closed by dave562 · · Score: 1

    I have to agree with you. Q3 was by far the best FPS ever made. It kind of boggles the mind that it has been 10 years already. I remember my P3 with 64MB of RAM and a DSL line being the only thing I needed to pwn face on Q3. I'm surprised you didn't mention RA3. That add-on was a great addition to an already great game.

  19. Missing something... by __aaclcg7560 · · Score: 0

    If you provide a sniper rifle in the game, provide sniper spots to shoot at something. It's very frustrating when you have this nice weapon but nothing to shoot at from a distance. The sniper rifle does show off a weak AI if you can shoot one AI but the other AI doesn't react appropriately.

  20. Translocator by HBI · · Score: 1

    I'm guessing you didn't use it much in UT.

    I can't play another FPS without feeling like i'm crawling. The original 1999 game translocator made it feel like you were running at super-speed while requiring skill to use and avoid dying. The odd telefrag made it that much more fun.

    --
    HBI's Law: Frequency of calling others Nazis is directly correlated with the likelihood of the accuser being Communist.
  21. Pet hates by payndz · · Score: 4, Interesting

    In FPS games, some of my pet hates are:

    Enemies who shrug off massive damage
    It's (borderline) bearable in something like Doom. Who knows how a demon from Hell would react to a shotgun blast to the face? But in a game like Black, which is supposedly 'realistic', it pisses me off. If you take 10 M-16 bullets to the head at a range of four feet, you are dead, and I don't care if you happen to be wearing body armour.

    Super-accurate snipers
    Black again (though it's not the only example). If you can see some much as a single pixel of a bad guy, not only can they see you, but they can instantly snipe you while you're still bringing up your rifle. Fuck off.

    Boss battles
    Yes, I know bosses are now an unavoidable part of gaming, however much one despises them. But there's a tendency in FPS games to go for the R-Type approach - namely that some tiny and obscure weak point has to be hit repeatedly with pinpoint accuracy before the boss suffers any kind of damage, then another, then another... Come on! (Even worse are the kind where some weak point has to be hit repeatedly within a time limit, and any error resets everything.) At the very least, offer a brute force alternative - let players just hit them with everything they have. Players who find the weak point can be all smug that they saved some ammo. Everyone else can go 'Well, killed that fucking annoying obstacle. Now I can get on with the game.'

    All these things have made me give up on games that I'd enjoyed up to a certain point, simply because the annoyance and frustration factor outweighed the fun. If I'm not enjoying a game, I'll stop playing it. And I sure as hell won't buy the sequel.

    --
    You must think in Russian.
    1. Re:Pet hates by Anonymous Coward · · Score: 0

      Amen, brother, amen. Can't recall the number of times I've played a game only to be frustrated by some stupid boss fight, a sniper that could pick a flea off a yak at 2mi or, god forbid, some bad guy who survives a solid minute of mini-gunning to the head. Not once have I bought the sequel.

      What should be a bigger fear for companies who produce schlock like that in this day and age is the fact that plenty of people download a torrent or some-such of it first, reach that point in the game and then decide they won't fork out for a legit. copy.

    2. Re:Pet hates by Prophet+of+Nixon · · Score: 1

      Black wasn't meant to be realistic, it was an arcade-ish shooter that was really all about headshots (notice that it had very distinct audio feedback for headshots, the sharp clink of a helmet getting shot off, at the same volume regardless of the distance of the enemy). The pistols kicked ass. I loved it; every level was memorable, and its one of the only shooters I've bothered to clear every difficulty on in years. And Black didn't have bad snipers (they were easily flanked), if you want bad snipers play Call of Duty or something.

      I consider it a spiritual successor to Soldier of Fortune.

      Now if only they'd get the 360 backwards compatibility really working on it... they were off to a good start with the 1080i support (and the first two or three levels play flawlessly), but in the later levels the audio is badly bugged and there are graphical and even logic problems (pick up a new gun, and instead lose both of your guns and your ability to get new ones as well? that never happened with the original executable...).

      Its hard to define what I hate in an FPS. I know one thing would be inconsistent hitboxes (both on enemies and scenery, like scaffolding that can't be shot through, etc). I can't stand the Battlefield games at all due to their awful hitboxes and sloppy movement. In multiplayer, I can't stand games with identical looking teams that are only distinguishable by friend-or-foe indicators above people's heads (Day of Defeat, FEAR). I don't like enemies in single player that dart around like madmen while firing wildly, such as to be impossible to hit (play Jedi Knight 2 and rush some stormtroopers with a gun, they go nuts). I don't like overly detailed environments (Jedi Knight 2 comes to mind again)... they look nice in screenshots but give me eyestrain since I want to focus on everything. Some newer games are addressing this with focal-point blur effects, which are reasonably effective.

    3. Re:Pet hates by Firefly1 · · Score: 1

      Black wasn't meant to be realistic, it was an arcade-ish shooter that was really all about headshots (notice that it had very distinct audio feedback for headshots, the sharp clink of a helmet getting shot off, at the same volume regardless of the distance of the enemy). The pistols kicked ass. I loved it; every level was memorable, and its one of the only shooters I've bothered to clear every difficulty on in years.
      Have it, enjoyed playing, took a break from it after getting smeared many many times in a row in the very final battle... and got sidetracked by (among other things) Ace Combat Zero, Naval Ops: Warship Gunner, and Scarface: The World is Yours. Thanks for reminding me; I'll have to take another stab at it sometime soon.
      That said, I agree that it's all about the headshots (and, by extrapolation, fire discipline). As far as I can recall, the only times someone has needed more than one bullet to the head to be removed from consideration are the result of one of two things: either they're wearing a helmet, and the angle was wrong for a bullet to the face; or they're a shock trooper (they wear those ballistic masks for precisely this reason - have you ever caught one from behind?). On another note: whatever other issues it might have, Crackdown does earn some kudos for the simple fact of enemies reacting sensibly to fire (with a few exceptions). Wing someone in the arm? They'll drop their weapon and scramble to recover it. Legshot? They'll drop and roll around for a bit, clutching at that leg.
      --
      - White Knight of the Order of Mihoshi Enthusiasts
    4. Re:Pet hates by Drfruitloop · · Score: 1

      I also hate boss battles in first person shooters. Having to waste clips after clips on one enemy is monotonous and boring. Halo 1 countered this problem really well. Instead of having a boss, like Halo 2 did, that attacked in predicatble patterns and could only be hurt during a certain time window, it had a few, powerful enemies, who could be hurt at any time and weren't ridiculously resistent to damage or predictable. Also, an epic drive through a ship is a much more interesting final battle that a monotonous fight against a giant ape.

      --
      A man chooses, a slave obeys - Andrew Ryan.
  22. my top tips in no particular order by Anonymous Coward · · Score: 1, Interesting

    #1 fancy effects are no substitute for fun level design

    F.E.A.R. wow loads of shiney, then lots of running through empty rooms till you hit the next 'tripwire'. Oh and complete jap film ripoff.

    #2 invincible, infinate ammo teammates are boring

    HL2 - Ep1. lets try and move her into position so she does most of the firing

    #3 running around in the dark with a torch is only fun for about 30 seconds

    Doom 3 - HL2 Ep1

    #4 Episodic content with no 'wow' moments or different gameplay is a ripoff

    compare HL2 Ep1 with HL2. In HL2 you had great bits like piloting the boat and car, controlling the crane and antlions, that bridge walk, that whole area with the mad priest (hellxxxx somehting i cant remember), able to mess about with security turrets etc. where ep1 has annoying bit with gravity gun, annoying bit in the dark, then just running around and shooting. with a crap 'lets try and extend the game time' right near the end

    #5 ammo

    ive got to used to FPS, i conserve all the ammo i can, often restarting a level just to use more ammo. or i go all the way through not using grenades/rockets etc thinking 'i wont use them, ill really need them in a minute', only to find i finish the game without using them. perhaps an intelligent ammo placement system? or just have infinate ammo, would suit me.

    #6 try and cut down on 'LOADING'

    Deus Ex 2 - arggghh. GTA:SA seems load sections dynamically, shouldnt really be a problem for anything else.

    #7 Please learn from Deus Ex

    multiple ways of solving problems, multiple choices in the ways to gain entry, see new things every time you play the game. Still playing Deus Ex every 6 months or so.

    1. Re:my top tips in no particular order by SanityInAnarchy · · Score: 1

      I thought HL2: EP1 had its moments, particularly the beginning. The hug... wow.

      Otherwise agree with most of your points. I like how Halo makes you worry about ammo, but also prevents you building up an arsenal -- you can only carry two weapons. I like how Halo and Halo 2 don't have loading screens.

      Invincible teammates... First, I'm fairly sure I've seen my Alyx die in HL2: Ep1. But also, it depends how you play it. You can pull back a bit and let Alyx take care of everything... and you can turn GodMode on. Or you can just play it.

      One thing I wish developers would remember, though: At least try to keep up with current tech. The LOADING is a perfect example of this -- you're adding all kinds of shit like bigger and shinier textures, HDR, and whatever the cool graphics term of the year is, and you can't even do simple dynamic loading and level of detail? You keep adding more guns, planes, whatever, and your engine still relies on Internet Explorer?

      These developers embarrass me as a programmer and a gamer. Please stop.

      Or, let me put it this way: If you have a bad game with a good engine, you can at least add good content later, or license the engine to someone else who will. But if you have a good game with a bad engine, it's a lot harder to port your stuff to a good engine later, meaning you'll have to really start from scratch if you want to make a sequel with a good engine. Sometimes you can make incremental improvements, but if the engine really sucks (I'm looking at you, EA), it may be cheaper to scrap it altogether.

      --
      Don't thank God, thank a doctor!
    2. Re:my top tips in no particular order by Anonymous Coward · · Score: 0
      Still playing Deus Ex every 6 months or so.

      Glad I'm not alone! I was beginning to think it was just me...

  23. Only one maxim... by kidcharles · · Score: 0, Flamebait

    There's only one maxim that I'd like to see game designers follow regarding FPS's: stop making them. Seriously, it's a stale genre. Use your imaginations and come up with a new type of game. Then 10 years from now when THAT genre is stale, I'll post a cranky rant on Slashdot about how they need to come up with another revolutionary innovation. Get cracking!

    --
    Ceci n'est pas une sig.
  24. Nearly all right-Jumping. by Anonymous Coward · · Score: 0

    "Thou shall not use dumb jumping puzzles to slow the player down
    Examples: HL2, Jedi Knight - Jedi Outcast, Prey*"

    Try Painkiller:Battle out of Hell. Pointless jumping puzzle it definately has.

  25. Re:The Best FPS was made 10 years ago. Case Closed by Mprx · · Score: 2, Insightful

    It was released in 1999, so it's not quite 10 years, but it's still depressing to think that gameplay hasn't advanced at all since then. I can think of two reasons why: the rise of consoles and the rise of LCD monitors. Console controllers aren't precise enough for Q3 speed gameplay, and LCD monitors are capped at 60Hz (even those that sync to 75Hz resample down to 60Hz) and most have perceptible lag. People who say 60Hz is enough obviously never played a fast FPS at high level. I used to play Q3 on a CRT at 180Hz, with the detail turned down to almost minimum. I never got to pro standards, but I'd kick ass on public servers. Another possibility is that pro-level Q3 is the highest possible achievement for human gaming, and the human brain is simply too slow for anything faster or more complicated.

  26. Or rather... by Torgo's+Pizza · · Score: 1

    Fixed: Ten Maxim magazines are much more entertaining than most of today's video games.

  27. Re:The Best FPS was made 10 years ago. Case Closed by dave562 · · Score: 1
    I never got to pro standards, but I'd kick ass on public servers. Another possibility is that pro-level Q3 is the highest possible achievement for human gaming, and the human brain is simply too slow for anything faster or more complicated.

    If you kicked ass on public servers you probably were close to pro-level. I never played Q3 at the pro-level but everytime a "pro" would come onto a pub server I'd end up going neck in neck with him. A friend of a friend of mine who went by the nick "Undertow" was supposedly pro-level and I didn't have any problem keeping up with him.

  28. Re:The Best FPS was made 10 years ago. Case Closed by Anonymous Coward · · Score: 1, Insightful

    I always found that Q3 had too many jump pads and required too much of a twitch response.
    Q2 has a better pace that results in games with a more strategic feel, especially with a small number of players.

  29. no by tartley · · Score: 5, Interesting

    I couldn't disagree more. The industry is suffering a crippling dearth of innovation and risk-taking, and suggesting that everything has to match up to some prescribed formula as described could not be more damaging for the industry. How about instead of adding more restrictions, we remove the crippling existing ones that make every darn game the same? How about a FPS with no fecking guns in it, just once?

    1. Re:no by Dr.+Eggman · · Score: 2, Interesting

      How about a FPS with no fecking guns in it, just once? I read this statement and almost immediatly thought "How lame would that be?" But after a second thought, I realized that is exactly what Portal will be: an FPS without guns. I am still very excited about Portal, but I didn't even place it in the same category as an FPS, more of an FPP (First Person Puzzler.) I think you're on to something. Innovation is a wonderful thing, and at its core, it is essentially about genre bending. HL1 was great because it brought intresting twists the the FPS genre.

      Personally, I think the FPS genre is getting pretty huge and may be ready to split off into some real subgenres. The article describes something of an Action FPS, oriented around giving the player an experience concentrated in the action, but not mindless action. This is opposed to a sort of Adventure FPS, like HL2, which can get away with sacrificing some of the action in ways that promote the player's adventure through the storyline. Then there's Doom 3 and Quake 4... they're out there as FPS games, but not quite the same as modern FPS games; they reminded me more of the old Shoot-em-ups style arcade games, not necessarily as mindless but still lacking that strange quantifier that makes an gamer 'mindful' of the environment he's in. Of course we'll always want, and need, those genre bending games like Portal, or HL1, or Farcry.
      --
      Demented But Determined.
    2. Re:no by Anonymous Coward · · Score: 0

      A FPS with no guns in it? What would the S stand for then?

    3. Re:no by donscarletti · · Score: 0

      How about a FPS with no fecking guns in it, just once?

      How about URU, where your not armed. Or the thief series, where your weapons (bow, sword, club) barely work on people who've seen you. Or maybe one of the elder scrolls games, like Oblivion or Morrowind where you've got swords, bows and spells, but you keep them shieved for most of the game. These games don't simply not exist just because you havn't played them and want to bitch about first person games.

      The industry is suffering a crippling dearth of innovation and risk-taking, and suggesting that everything has to match up to some prescribed formula as described could not be more damaging for the industry.

      My guess is that you havn't read through these "formula" either, if you had, you would know they are deliberately suggesting that the game doesn't just become one more boring linear cliche with poorly implemented and irrelivant features witch just leaves it the same as every other game. But the distingishing feature of those who like to bitch about the game industry not innovating is the staunch refusal to play the games that DO stand out (which happens to be a fair percentage of them) or listen to those people who actually have constructive ideas to change the problems that games today have.

      --
      When Argumentum ad Hominem falls short, try Argumentum ad Matrem
    4. Re:no by Anonymous Coward · · Score: 0

      A FPS with no guns in it? What would the S stand for then?

      Splatter.

      Think lawnmower, braindead style.
    5. Re:no by Das+Modell · · Score: 1

      I don't think this is about formulas, this is about simple game design principles. I'm sure architects have all sorts of rules, principles and whatnot, but that doesn't mean that everyone's making the same buildings. Some things just don't work, and they should be avoided in game design, like instantly fatal traps that can't be avoided without prior knowledge of their existence.

      An FPS without guns... well, it wouldn't really be an FPS. I could see myself playing an FPS with a limited amount of guns where you have to be stealthy and clever, and utilize the environment and so forth.

    6. Re:no by brkello · · Score: 1

      It is a first person SHOOTER! What the heck are you talking about. Replacing guns with straws and spit wads? Only bows and arrows? It is just going to be the same thing except the graphic of the weapon you are holding will be different. But there are first person games that are different...try Dark Messiah.

      In any case, the reason why innovative games are not as common is because they are not popular. Everyone bought Zelda while no one bought Okami. You want innovation? Then start buying the games that are innovative. But I know you will just go back to playing whatever sequel you are on and complain there are no innovative games out there because you never bother to look.

      --
      Support a great indie game: http://www.abaddon360.com
  30. Re:Nearly all right (again) by Anonymous Coward · · Score: 0

    I shall.
    Thou shalt.
    It/he/she shall.
    We shall.
    You shall.

  31. You fail it. by Anonymous Coward · · Score: 0

    Guild wars is not a mmog. Its just like diablo and counter strike. A small number of people (even less than counter strike) playing together on a map. MMOGs have at least hundreds of people interacting in the same world. And it is generally a persistant world, not just a map.

  32. Re:The Best FPS was made 10 years ago. Case Closed by brkello · · Score: 2, Interesting

    To each their own. To me Q3 lacked any sort of depth. It was just all twitch. You could kill or be killed in a matter of seconds as every weapon did too much damage. CS is more exciting in the sense you actually care if you die and try to be more cautious. Strategy mattered more as throwing yourself at the enemy would be stupid.

    In any case, this was more about single player than multi-player...and Q3s single player was terrible.

    --
    Support a great indie game: http://www.abaddon360.com
  33. Re:HL2 - solid art direction by cgenman · · Score: 4, Insightful

    The thing that people forget is that HL2's art direction was amazing. I can't think of another title in recent memory that had a higher level of visual cohesiveness on a reasonable polybudget. For example, darkness consistently equals safety throughout the game, whereas any point you're exposed to sunlight is a location shrouded in danger. This is consistent both internally and externally. No-one, to my knowledge, has followed this color styling, yet it is an effective technique at making the player feel like an unwelcome outcast.

    You can see how minimalist this tree really is. They only gave it just enough branches to cover the illusion, but not so many that it holds up to actual inspection. Another shot of said tree, from a more common angle. By not wasting any polys, they really can afford to put more on-screen. Heck, look at leaves. Artificially close, they are a big smear. But from the distance you normally see them, they can stick thousands of these things on screen, and they look beautiful.

    Love the look of brick? Notice how in this shot they've burned the bump maps and damage maps and everything into the same texture? The increases the repetition in texture, but if you vary your geometry sufficiently the player will never notice. All they'll notice is a lot more is going on on-screen than they're used to. This technique looks terrible for big-open walls, but Half Life studiosly avoids big open walls within proximity of the player.

    They even used a distinct pallete of blacks, muted browns, and light blues. This was far before anyone else was using anything but super-saturated primary colors.

    Ignoring any technical accomplishments, this is an achievement of strong visual composition and consistent, solid art direction.

  34. Re:The Best FPS was made 10 years ago. Case Closed by Mprx · · Score: 2, Interesting

    Q3 is only pure twitch if you don't know the maps. The strategy is all about predicting the enemy's movements while balancing the need to control as much of the map as possible with remaining unpredictable yourself. When you've played for long enough the "twitch" becomes purely automatic - you see them, you rail them, with no conscious thought in between. For this reason the rocket launcher is the most interesting weapon, as it depends so much on your predictive ability.

  35. no-nuts to that. by Anonymous Coward · · Score: 0

    "I read this statement and almost immediatly thought "How lame would that be?" "

    There's a Doom3 mod that allows one to play as a monkey who's "gun" is coconuts. It has a catchy tune.

    It also seems that others have the "quality" itch as well.

  36. Re:The Best FPS was made 10 years ago. Case Closed by ichbineinneuben · · Score: 0

    Did you try UT (1999 version) witn the Half EO mod? I used to love that (back when there were servers that ran it) and your description of the perfect game sounds just like it.

  37. Bunny hopping by tepples · · Score: 1

    your general fps gamer these days doesn't know how to bunny hop or rocket/conc jump Do you know this because Harvey knows this?
  38. Long, unskippable cutscenes by Anonymous Coward · · Score: 2, Insightful

    You should _always_ be able to skip cutscenes, particularly if they're longer than about 10 seconds (Here's looking at you, KOTOR2).

  39. The Ten Commandments of FPS Gaming: by Anonymous Coward · · Score: 1, Insightful

    10: Thou shalt not have boss battles unless thou are DooM. Completely ruins the immersion factor

    9: Thou shalt not force the player to watch long-ass cutscenes. F.E.A.R. did this really well. The few cut scenes were short and sweet, and it went one step further by having an "Interactive Cut scene" in the form of the hallucination sequences.

    8: Thou shalt not have more than 3 minutes between huge-ass firefights. Any smaller number of gunfights can take place between, but you need a bunch of guys to shoot or it gets boring and easy.

    7: Thou shalt not place too little ammo in a level.

    6: Thou shall have intelligent A.I., both friendly and enemy. Again, see F.E.A.R.

    5: Thou shalt not force the player to switch weapons to throw a grenade.

    4: Thou shalt have plenty of cover available to both you and your enemies.

    3: Thou shalt not have jumping puzzles

    2: Thou shalt not not have a shotgun in the game. WW2 shooters, I'm looking at you.

    1: Thou SHALT NOT have inhumanly-accurate and/or one-hit-instant-death enemy snipers. HALO 2, I'm looking at you.

    1. Re:The Ten Commandments of FPS Gaming: by Magnakai · · Score: 1

      Wait, what? No shotgun? The rest of your points are perfectly valid (apart from maybe the boss battle one) but... that's insane!

    2. Re:The Ten Commandments of FPS Gaming: by Joelfabulous · · Score: 1

      It was noted as "Thou shalt not not" -- note the double negative. I think what (s)he meant was that there *should* be a shotgun, and was making a specific complaint regarding WWII shooters.

      --
      Sometimes I wonder if I think too much.
  40. Re:The Best FPS was made 10 years ago. Case Closed by XO · · Score: 2, Insightful

    Q1 was the best of the Quake series, followed by Q3/Q4 and Q2 .. Q4 i thought was just the same as Q3 but with improved graphics .. really seemed that way.

    I've been bitching up a storm on the Unreal engine forums, about how EVERY game made with Unreal feels like crap compared to Quake ...

    --
    "Champagne for my real friends - and real pain for my sham friends!" http://ericblade.postalboard.com/
  41. Molasses? Amen brutha by Provocateur · · Score: 1

    I can not stand watching those so-called FPS (Halo or Half Life or (god help us) CS). How can one get the adrenalin rush crawling pathetically like that? Sure the slowdown works while you're playing as Gordon Freeman, but in deathmatch or CTF you *do* want to be like Trinity er I mean Neo :) Give me the hurtling head-bobbing speeds of Q1 and Q3!

    --
    WARNING: Smartphones have side effects--most of them undocumented.
  42. And *still* nobody mentions this: by Anonymous Coward · · Score: 3, Interesting

    Music. Nobody ever mentions the contributions that the musical composition in a game (or even the soundtrack's implementation in the game's sound design) even though humans are intrinsically affected by music. Evidence of this pops up all over the place. Sociology experiments ask strangers to socialize find that they talk about what most and first? Music. Surveys ask (admittedly sometimes self-selected) respondents how important music is to them? They say 'very'. The human predisposition for music is very thoroughly tied to the organization of our brains. Still, many otherwise competent game directors, and movie directors, barely think about the powerful effect of music on the "feel" of the work in question.

    Examples:
    How much a part of the Megaman universe is rounded robots, and how much is the beepy/boppy music? How much of the mood of Metroid is due its visual design, and how much due its music? The Final Fantasy musical scores are varied, moody, and well-tailored to the environments (of course they are; as I'm arguing, in a real way they *are* the environments!). Check out Yasonuri Mitsuda's early soundtracks for an example of music so good that the unknown composer is catapulted into fame. The music of Halo is varied in style, pace and motive, and shouldn't work, but it does because it's just so good and because it's so thoughtfully matched with the game. The soundtrack of Einhander is one of the most varied, yet coherent electronic/techno compilations I've ever heard, and that game is a shooter! The film scores for the original Batman? The Empire Strikes Back? West Side Story? Field of Dreams? JAWS?!? These are a few of my favorite things... Watch Castaway sometime and note how the movie uses THE COMPLETE ABSENCE of scoring for a vast and continuous portion of its running time: he's stranded on a deserted island after all. All this music contributes immeasurably to the works in question, and I doubt even the most musically indifferent among you can honestly claim their music does not affect your appreciation of these works.

    Shooters feel the benefit of, or wrath of their soundtracks as much as every other type of game and every other audio-visual art form. I estimate that any given individual's regard for a game can be altered by at least one full "degree" by the quality of its music alone. Shooters must be especially vulnerable to this, as they are often built narrowly to begin with and don't have much else to save them if they screw up one of the few gamer-hooks they actually attempt. Music is a human-hook. All gamers are humans. Whether there is a game, or movie, or play involved, or only the music itself, music is important.

  43. Re:The Best FPS was made 10 years ago. Case Closed by Anonymous Coward · · Score: 0

    I've already moderated, but I'm posting anonymously because I felt the need to comment here. I have to agree that Q3 was one of the best out there. I did play a lot of TFC, CS, and in the end DOD too, and I enjoyed all of them, but nothing matched Q3 for that all out, consistent adrenaline rush. Sure, there would be tense moments in TS, such as the time that I took out the last 4 terrorists stealthily with my M4 and USP. Or the time that I managed to single handedly control a particular choke point in a TFC map as a sniper(with reload help from our team's engineers who could resupply me on the fly). And there was even the time that I performed a similar stunt as a german sniper in DOD, hiding behind enemy lines and waiting to take them out only once they were in an open area so as not to give away my position (they didn't know that I'd had a bead on them for the last 30-45 seconds).

    Still, those were all tense moments in those individual games. Nothing beats Q3 for that sheer, always on, constantly there, pedal to the metal adrenaline rush. I used to describe it as the "fire and forget" phenomena. Especially with the rail gun: you see somebody, anticipate their movement, pull the trigger, and turn around to find your next target. Most games you follow the shot through to see if you took down the enemy. In Q3, following your shot through can many times get you killed. If you don't see the score for the kill, only then do you turn back around and reaquire the target. It really is hard to believe that it was 2000 when my group of friends at college really got in to this game. We played a lot of games, but it was Q3 that we would all play when we felt like having a free for all. (Especially after I found the Linux version for only $15 at some site -- then ALL of my friends ponied up the cash just so they could get a legit key.) We even tried some UT, Serious Sam, and the DM mode in a few other games. None of them seemed as balanced and as fast paced as Q3. I can remember playing DM in HL would many times first turn in to a rush to find your favorite weapon and then turn in to a tactical game as you try to corner the other guys for a good shot from your magnum or crossbow or whatever. HL DM, IMO, suffered from a severe lack of weapons balance.

    I never played the CTF mods for Q3, but when it comes to straight DM games, Q3 FTW.

  44. I hate that by SanityInAnarchy · · Score: 2, Interesting

    My favorite games are the Half-Lives and the Halos. One is made by Bungie, who is owned by Microsoft, and will only play on their console (or Windows Vista) -- although there was a sort of halfhearted port of the original Halo. The other is made by Valve, which was founded by a bunch of guys who left Microsoft to make games.

    Halo has decent tech, except you have to buy an xbox to experience it.

    Half-Life has absolutely awful tech. Half-Life 2 still has loading screens, and they're awful -- no progress bar, but still a LONG wait. And Valve can be quite unhelpful to the community, and they've used DirectX 9 -- and I think Doom 3 proved that OpenGL could've been just as good a choice, if they weren't [ex-]Microsoft sellouts.

    Looking at what's out there, it looks like Doom 3 is one of the better engines out there now -- that or the new Unreal. But Half-Life 2 uses its tech better. Doom 3 probably has more polys, and has more advanced shadows, but Half-Life 2 has the HDR, and just flat-out looks better. Even in Quake 4, people mostly look like they're plastic -- but Alyx looks as good as ever.

    I really wanted to like Doom 3, and I do, but it's nowhere near as good a game as Half-Life 2, native Linux port or not, OpenGL or not, Carmack's Reverse or not. And I want to hate Halo and the Xbox, and I hate to support Microsoft so directly, but at the same time, Microsoft can afford to commission an orchestra to record the music for a game trailer.

    Resistance: Fall of Man is actually looking pretty cool, too. And I know fl0w is nice. But I hate Sony soo much...

    And all of that pisses me off. The companies I want to hate the most are actually doing really damned well at focusing on what really matters in games, while the companies I want to like just don't make anything fun to play. Only exception is Nintendo and some indie people (Introversion, Wolfire)...

    --
    Don't thank God, thank a doctor!
    1. Re:I hate that by KDR_11k · · Score: 1

      Even in Quake 4, people mostly look like they're plastic -- but Alyx looks as good as ever.

      However the Combine in HL2 do look like action figures.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    2. Re:I hate that by SanityInAnarchy · · Score: 1

      However the Combine in HL2 do look like action figures.

      Yes, they're supposed to. They're engineered, and covered in armor.

      Now, the zombies, or the unmasked Combine in Ep1 -- those look a bit more detailed to me, although certainly less than Alyx. But maybe I just like Alyx.

      Point being: I noticed Doom 3 graphics sucking in places, and overall boring and unreal artwork. I didn't notice anything like that in Half-Life 2, at least, certainly not to that extent.

      --
      Don't thank God, thank a doctor!
    3. Re:I hate that by richie2000 · · Score: 1

      However the Combine in HL2 do look like action figures. That's because they are: http://www.hlcomic.com/index.php?date=2005-12-16
      --
      Money for nothing, pix for free
  45. What about Thief? by KatchooNJ · · Score: 1

    A FPS without guns? Anyone here ever play Thief?

    I still feel that Thief is one of the best games I ever played. Maybe because it was so original and different! :-)

    --
    "Never give up, for that is just the time and place when the tide will change." -Harriet Beecher Stowe ^_^
  46. I hate that-confusion. by Anonymous Coward · · Score: 0

    "Looking at what's out there, it looks like Doom 3 is one of the better engines out there now -- that or the new Unreal. But Half-Life 2 uses its tech better. Doom 3 probably has more polys, and has more advanced shadows, but Half-Life 2 has the HDR, and just flat-out looks better. Even in Quake 4, people mostly look like they're plastic -- but Alyx looks as good as ever."

    How much of this is "tech", and how much is simply good design? Don't confuse the two. The forner constrains both the original designers and mod makers.* The latter constrains whomever has limited time.

    *I'm excluding "patches" by either party that change the tech, although the former has an inside advantage.

  47. You can have both. by SanityInAnarchy · · Score: 1

    If you want a plot, play through Halo and Halo 2 for the first time, on whatever difficulty is still doable, and not insanely frustrating, but not easy.

    Want hoards of people to kill? Play on Easy, and just grab a tank and let loose. Would be perfect if the cinematics were skippable (although I don't often skip them).

    Unfortunately, I haven't played many games that do both well. Probably need to actually start buying some new games...

    --
    Don't thank God, thank a doctor!
  48. Re:HL2 - solid art direction by Anonymous Coward · · Score: 0

    For example, darkness consistently equals safety throughout the game, whereas any point you're exposed to sunlight is a location shrouded in danger. This is consistent both internally and externally. No-one, to my knowledge, has followed this color styling


    Someone has not played any of the Thief games.
  49. Some are worth buying the game for. by SanityInAnarchy · · Score: 1

    Final Fantasy X: that first Blitzball game, and the destruction of Zanarkand. The assault on Bevelle.

    Halo 2: Return to Sender. Also, Helljumpers, and Johnson meeting the Arbiter.

    Then there are the cinematics that aren't so amazing that they make me glad I bought the game, but are also fun and entertaining and nothing I'd ever skip, even when they are skippable:

    Jak II and 3: Multiple, particularly Jak getting his voice in Jak II, and the end-of-the-series cinematic for Jak 3.

    Doom 3: Your first Pinky. One of the more terrifying moments in the game for me, and it moves so perfectly into action, bashing the door in, and I'm going "Holy shit, I have to fight THAT??" It wasn't even a particularly tough monster, but that cinematic gave it style.

    I agree, there are plenty of bad ones, but the above aren't necessarily imperative to the story. "Return to Sender", in particular, is pretty much wholly unnecessary -- there are any number of ways they could've gotten rid of that bomb, or they could've just left it disarmed. It ultimately doesn't change whether or not we head off to Installation 05, but it is still just fun to watch.

    --
    Don't thank God, thank a doctor!
  50. You might like Lugaru. by SanityInAnarchy · · Score: 1

    Not exactly an FPS, but it does have Quake3-like speed, especially on Insane difficulty.

    Personally, I like most FPSes, and I care more about whether it's fun to play, has a decent plot, etc, than simply raw running speed. UT04 seems a nice balance between Quake3-like insane brawls and actual patience and skill with things like sniping (there are actually headshots, a concept no Quake seems to care about).

    Also, did you actually play through Quake 4? I seem to remember that after your Stroggification, you can run as fast as Quake 3 -- but you'll never get the level of insanity you're looking for in a true single-player game that tries to have a story and semi-linear progression.

    --
    Don't thank God, thank a doctor!
  51. Not suited for every gamer by Belgand · · Score: 2, Insightful

    While it has some good points there were a few that really felt to be antithetical to the way I prefer to enjoy a good FPS.

    First off was the idea that you need to always be under pressure. I acknowledge that some people think this makes a game fun. I remember playing a number of multiplayer mods for Quake where you'd get insta-gibbed if you stood still for too long. Yet I don't like this sort of frantic, don't pay attention to what you're doing and don't plan or think, just move around a lot concept. I like to be able to take a slow, methodical approach to the game. If I think there might be enemies nearby then I'm more likely to hold down the walk key... slink around slowly to keep my noise down and my aim steady and spend my time checking out every corner. I'm just about the only person I know who walked most of the time when I played Sonic the Hedgehog for fear of missing something or running into an enemy accidentally.

    Related to this is the idea that you always need multiple ways to get somewhere. While I greatly applaud not having a single forced path and giving the player a degree of freedom I find that when misapplied it can be even more crippling. Give me two or three paths to a destination and I'm likely to go a little bit down one path, checking it out, then stop, turn around, and go back to check out the other path. After I'm done with any fights I'll probably wander back around and be certain I checked out everything along both paths. Not only to avoid having missed any powerups or weapons or such, but because I'll feel a bit cheated if I don't. While I like multiple playthroughs of a game (though I'll gladly play a linear game many, many times, just the same as I'll gladly watch a movie or read a book a good dozen or so times) I want to experience everything I possibly can the first time through. If not, I feel like I'm missing out on something. I want to see all the possible content and not miss a thing. The difference comes when you go beyond just two or three possible paths and begin to make it really open: e.g. Grand Theft Auto or other "sandbox" style games. At that point there isn't really a path except the one you make and I don't worry that I missed something by taking the left path over the right. Sure I'll worry a bit that maybe there was a better way. Maybe I could have snuck around in some other manner, but I'm generally ok in believing that I saw what there was and made my own choices.

    Finally, the idea that you need to be thrown right into the action buts against my generally laid-back, methodical method of play. I want to slow down in the beginning. Learn about the world and the characters. Get a chance to test out my weapons a bit. Figure out the lay of the land and get a feel for my new persona. Throwing the player right into the thick of things makes me anxious and ill-prepared. It's an unpleasant feeling that makes me cringe and curl up inside. Then again, I'm the sort who always, always reads the entire manual from cover-to-cover before I even load up a game. Not reading the manual is unthinkable. How else do you know how to play it? How do you know what's going on? There's no room for "just learn as you go and fiddle around with things". Maybe, to a degree, in an adventure game where the rule is to explore (although you should still be taught the basic commands and how the parser/control scheme works and have the stage set for you if it isn't done entirely in-game), but that's a special case.

    Ultimately this is only "how to make a better FPS for a specific type of fan". Some of the design ideas are solid, but these are far from the maxims they intend to be.

    1. Re:Not suited for every gamer by amliebsch · · Score: 1

      Wow. Agree 100% - I tend to play through games the exact same way. For me Half-Life 2 was one of the best. Started slow, allowed me to explore and interact. Then often through the game there would be chances to just stop and take in the environment. I only drove the airboat about as fast as a small motorboat could go, often just letting it coast, frequently just stopping, getting out, picking off an enemy or two, and taking in the scenery. Superb ambient sounds increased the immersion of the environment dramatically, actually giving me moments of deja vu, where the in-game environment recalled some past experience from my own life. I particularly enjoyed the experience of shutting off the noisy airboat engine and hearing all the quiet insect, water, and wind sounds that had been masked.

      --
      If you don't know where you are going, you will wind up somewhere else.
    2. Re:Not suited for every gamer by elrous0 · · Score: 1
      I play pretty much the same way. I remember sitting back in Halo and Halo 2 and sizing up the enemy from a distance, then sniping as many of them as possible before even approaching. I guess I'm too old for "run and gun" gameplay.

      -Eric

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
  52. The Perfect FPS Game: Deus Ex by Anonymous Coward · · Score: 0

    You know, reading through that list and the examples provided, I came to a very clear conclusion. Deus Ex is quite simply the finest FPS ever made. Seriously, think about it, view every single item in that list in the light of Deus Ex. You will find that Deus Ex got it right in every single way. It throws you into the action fast, it allows insane variations in play style, it rewards exploration of the world without requiring it, decisions (even those not consciously made) affect the game world immediately and later on, there are times when stealth and avoiding combat are the best approach and times when brute force simplifies your life, it allows the player to customize their own skills to their play style, the immediate objective is always clear and concrete and fits into the overarching story in a logical way, the list just goes on and on and on. To this day I have not found any FPS game I enjoy playing so much as I do playing Deus Ex.

  53. Amen Brother by FoamingToad · · Score: 1

    Loved the first two Thief games, although the third one disappointed me - it was far too easy to escape after being spotted.

    And though it's not just first person action, let's hear it for Deus Ex, one of the best games I have played on the PC.

  54. One sick puppy. by Dobeln · · Score: 1

    That's me - I enjoyed Doom III a great deal, and even finished it. Half-Life II? Extremely impressive art direction, credible environments, etc, but I couldn't get into it to the same degree.

  55. Re:Amen Sister, you mean. ;-) by KatchooNJ · · Score: 1

    Actually, that should be, "Amen Sister." lol ;-)

    Yeah, Deus Ex is excellent too. And don't forget System Shock 2!

    I haven't played Thief 3, but I will heed your warnings. ;-) I did hear that it wasn't as good from others, also.

    Also, despite the article making complaints, I absolutely loved both No One Lives Forever games. :-) Great fun!

    --
    "Never give up, for that is just the time and place when the tide will change." -Harriet Beecher Stowe ^_^
  56. Hexen and Heretic by Anonymous Coward · · Score: 0

    That's what Hexen and Heretic were back in the day... and they were still pretty much the same game as Doom.

  57. Static worlds are boring by thyarcher · · Score: 1

    Along with the points made by others, you should be able to interact with the world in ways the developer may not have directly intended. Red Faction went quite a ways in this regard to allow destructible environments. If I want to jump through a window, it should break. If I shoot a rocket at a wall, the wall should give. Maybe I want to use that hole as a detour. Of course, that event should alert the locals that I'm a rocket toting machine. In an action game, should never be "trapped" in a portion of a level when there are obvious artificial restrictions on your exits.

  58. Re:HL2 - solid art direction by Anonymous Coward · · Score: 0

    For example, darkness consistently equals safety throughout the game, whereas any point you're exposed to sunlight is a location shrouded in danger. This is consistent both internally and externally. No-one, to my knowledge, has followed this color styling
    Someone has not played any of the Thief games.
    Splinter Cell series, too.
  59. Just one maxim: I shouldn't care about story by xxxJonBoyxxx · · Score: 1

    I only have one maxim: don't make me try to care about your cheesy backstory. WarCraft III (OK, different genre) did a good job of this. If you had a lot of free time on your hands, you could sit back and watch the cut-scenes and middle-school-level plot. However, if it you clicked right through the cut scenes (as I did most of the time), it didn't affect the play of the next round. Same went for the manual. There may have been some backstory in there (didn't really read it), but I didn't care, nor did the game make me care.

    All I really want from a video game is action. If I want a good story, I'll grab a book: actual authors do it better anyway.

  60. Bottom Line: by Brigade · · Score: 1

    To each his/her own.

    The article was an opinion piece, and a great conversation-starter (as proven here) that only proves the point: Everyone likes something different, be it different genres (FPS, RPG, etc), or even different styles in each genre (HL vs. Quake/Doom vs. Deus Ex)

    There is no hard/fast RIGHT way to make a game. Each successful game has something unique about it, and share little aside from perspective (and that's changing, GoW is a great 3rd-person FPS) from game to game.

    Some great examples of different variations on the FPS 'Genre':
    Doom/Quake - The original FPS (barring Wolfenstein, of course) - Run and gun and have fun.
    Halo/Halo2 - BIG envrionments (yes I know about the Halo 2 limitations, but it FELT huge) and very cinematic.
    HL/HL2 - "Puzzle Cinematic" .. really made you feel as if you were participating in a moving story (as opposed to only watching cutscenes)
    Lost Planet/Gears of War - Both "3rd Person" shooters that felt like FPS. Gears was much better than LP, but they both have footholds in the FPS formula.
    Condemned/FEAR - 'Horror' FPS .. and most of the combat in Condemned was melee weapons .. granted the 'evidence' collection was pretty much a gimme, but it was a fantastic (albeit short) ride.
    Max Payne - I didn't notice anyone mention this gem ... it was short but the great film noir setting/story combined with the 'bullet time' gimmick was only marred by Max's constant grimace.

    So as you can see .. making a list of 'rules' is pretty much a bunk idea intended to stir up a nest. Everyone likes something different (and in a lot of cases, something different about/within the same game). It all boils down to one rule: Make it fun and interesting enough for everyone to come away with a positive experience.

  61. my list by Floritard · · Score: 2, Interesting

    1 - Eliminate mindless key searching. This includes door switches, members-only jackets, and any other mcguffin the lack of which prevents progress through some point in the game. If you can't find a more interesting way of prolonging the time spent in a level than backtracking to acquire some silly object, your level design probably sucks. Half-Life always did this well. The game felt bigger as you never saw the same place for too long. Backtracking is so gameplay fatiguing it almost stands as an argument for linearity. Halo's maps probably wouldn't have felt so monotonous and symmetrical if you didn't have to plod back through them in reverse fighting the same dumb enemies, which wouldn't have been so bad if it wasn't the Flood you were fighting (I found the other enemies in Halo pretty fun to fight), which brings me to point 2...

    2 - If you AI is going to be dumb, at least don't make it numb as well. Build some reaction into your enemy's damage taken. If I pump a shotgun shell into any part of the enemy's body at close range, and they don't register a reaction, they should be completely indestructible. They are giving me the indication that they feel none of my damage and really I should be turning and running. Watch a zombie movie. While they feel no pain they will at least shudder when pummeled with a significant bit of force. If they can take a lot of damage, their advance should at least be hinderable. Remember Goldeneye? It was a little over the top, but you could create a veritable dance competition with a group of enemies wiggling about in response to your gunshots. The delay, while not killing your enemy, could at least buy you some time to form a new strategy. OTOH, Halo's Flood are no fun to attack. They feel more like switches that take x amount of button presses to turn off. The enemies in Doom3 felt similar, and I stopped playing after the first level. Bullets are supposed to hurt, and pain should always be visible. I've always wanted rag-doll to be a part of the killing experience as well as the death sequence. Knock your enemies on their ass even if they aren't dead. A grenade should knock you down too. Getting up should be part of the experience. What's more immersive than reacting to the forces in one's environment? None of the characters should feel like concrete pillars, which leads me to point 3.

    3 - This was mentioned above and I agree, I'd like to see some more realistic camera movement in games. I only played a little Killzone for the ps2 (ps2 controller is terrible for fps IMHO), but I do recall the fantastic camera work. Reloading/running, it really felt like the camera was in somebody's helmet. This kind of stuff is more of the moving away from a static upright statuesque posture in an fps. It is more immersive. Gears of War, which I haven't actually played (and isn't really an fps), looks to do this pretty well.

    As for ammo use as someone mentioned above, I think it's handled pretty well in games. If it's a decent game it seems the rule of thumb is to use it when you get it. If you're handed a rocket launcher, you're probably about to encounter something that demands having rockets shot at it. I find I've always got enough ammo to get the job done and actually like running low on it every now and then. Keeps up the tension. When the ammo balance is screwed up, the game is usually pretty crap in other areas as well anyway.

    I think TFA is too philosophical. Those are silly over-reaching concepts that really should be applied to gameplay design in general, and lacking too much in any of them is going to hurt the fun of any game anyway. My list is short, but more directed at fps games in particular. And can we stop comparing multiplayer games in this discussion. They are a completely different beast. Apples and oranges. You usually don't require AI in multiplayer, there's plenty of user intelligence (or lack thereof!) already, although more interesting bots (with completely different design considerations from single player games) would be something

  62. Re:Amen Sister, you mean. ;-) by Prophet+of+Nixon · · Score: 1

    For the record, Thief 3 is great. Seriously, you can get a copy for a couple of dollars now, and its well worth it. Its got some really creepy levels. If anything, I just wish that the city/hub level was bigger with more to explore, but that's a minor gripe.

  63. Re:The Best FPS was made 10 years ago. Case Closed by Cornflake917 · · Score: 1

    If you kicked ass on public servers you probably were close to pro-level. I never played Q3 at the pro-level but everytime a "pro" would come onto a pub server I'd end up going neck in neck with him. A friend of a friend of mine who went by the nick "Undertow" was supposedly pro-level and I didn't have any problem keeping up with him. Sigh, I think every person that has play a multiplayer FPS has a story like this. He probably wasn't trying that hard. Either that or he was a "pro" in the sense that he won 15 bucks once at a local tournament. If either of you or Undertow tried to play anyone like Fatal1ty during his prime Q3A days, you would be hard pressed to get a frag on him.

    I was one of those CS pros where I made a few bucks here and there, but we never go too far at the CPL. I rarely tried hard in pubs, but 95% of the time would come out on top by far. The only non-hacking people that ever got higher than me in pubs, were either people on my team, or other people I probably already know from Cal-i or Cal-premier.
  64. Re:Amen Sister, you mean. ;-) by ShadowsHawk · · Score: 1

    I must be one of the only people to truly enjoy Thief3. I knew going in that it was going to have consolitis and had low expectations. However, the cradle and a few other environments more than made up for the many loading screens. The mechanics felt smoother and loot 'shine' didn't detract nearly as much as I expected. If you're a thief fan, the game deserves a chance.

  65. Re:The Best FPS was made 10 years ago. Case Closed by brkello · · Score: 1

    I played competitively and was #2 in the largest amateur ladder in North America in Q3CTF. I knew the maps and how to play Q3. What you are talking about isn't strategy. It is key to being decent at every single FPS game. The rocket launcher relies on twitch as much as the rail gun...you are just twitching to where you think the guy is going to be instead of twitching to where he is.

    --
    Support a great indie game: http://www.abaddon360.com
  66. Re:The Best FPS was made 10 years ago. Case Closed by Anonymous Coward · · Score: 0

    UT2004 (most of this applies to 99 too):

    First off, that kung-fu feeling is why I love UT, even more than I love Q3. There are loads of different jumps - you can double-dodge-jump then bounce off a wall, without even using your translocator you can easily move 270 degrees round an opponent in a single, rapid combo jump. This is without any mods.

    Second - balance. Q3 is very good here (aside from the pointless starting machine gun and the totally absurd BFG), but the UT weapons are balanced in a different way: they can all do a 1-hit-kill if you're skilled enough. Shock combo, stacked rockets, flak up close, stacked biogoop, sniper headshot, linked pulse guns, dual SMG grenades... everything except the minigun anyway. They do require different levels of skill, which is something you can criticise if you want.

    Finally, speed. Most modern FPS are indeed slow and boring, but UT has a control where you can increase the game speed to taste. Every game needs this.

    I think the reason you prefer Q3 to UT2004 is because you know Q3 better. Fair enough, but maybe you should really give UT more of a chance.

  67. Re:Amen Sister, you mean. ;-) by FoamingToad · · Score: 1

    Please accept my apologies for calling you brother - I could try to justify this by trying to reference the standard "geek living in parent's basement" meme that is prevalent here, but I'd rather admid I made an unfounded assumption, sorry. Have a copy of one of the no-one lives forevers (not certain which) - although it was bundled free with a graphics card rather than acquired elsewhere I'd sort of assumed it wasn't up to much. I should really give it a go before MS updates render it unplayable. I missed System Shock (both 1 and 2), due to largely being into GodSims. However I am eagerly anticipating Bioshock... F_T