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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."

6 of 155 comments (clear)

  1. 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.

  2. 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.

  3. 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.
  4. 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.

  5. 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.
  6. 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.