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."
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.
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.