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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."

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  1. 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

  2. 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.

  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. 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?

  6. 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?