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re: Why did the FPS take over as the preferred genre of modern video games?
Posted on 11/26/13 at 3:56 pm to CBandits82
Posted on 11/26/13 at 3:56 pm to CBandits82
quote:
Why did the FPS take over as the preferred genre of modern video games?
A Focus on Violence - Violence and sex sells, period. You can't have the second, so go with the first.
The Aspect of "Simulation," while FPS's are all about embedding as much reality as possible (even in the face of fantasy and high science fiction), most other genres are specifically about bending reality.
Ease of Design. The only genre less creative than the majority of FPS's are sports games.
Easier to code for online gaming - It's well known that precise-action driven games/platformers are tough to get working online as they are. FPS' have built in delay for online.
Ease of digestion, For gamers. Killing is the easiest objective possible, so there is rarely little explanation - Deathmatch - Just kill. Protection Maps - Kill to Defend or Attack, Capture the Flag - Kill to Capture flag, Kill to defend flag, etc.
There are games out there that are still successful and duck those trends, Half-Life, Portal, Mirror's Edge, Undying, Deus Ex, Fallout 3 etc. But those are the exceptions, not the rules. And most are just FPP- First Person Perspectives not Shooters.
Posted on 11/26/13 at 4:19 pm to Mr Gardoki
quote:
I may be wrong but didn't fps come out of a market full of platformers?
Yup
Before 3d gaming was perfected, platformers was the big thing. From donkey kong to Mario brothers to metroid to sonic to mega man smash brothers etc etc etc. when companies started dabbling in 3d or even back when it was just simulated 3d the first thing to hit were fps. Wolfenstein 3d, then doom, unreal tournament, and then came quake, which to me was the defining moment in fps. Unreal had a chance to be that platform to base everything on but they missed the boat. Quake came in with all the multiplayer-ability of unreal tournament but with the graphics to make it mind blowing. Once that shite hit the fan, Medal of Honor took quakes recipe for success and added something that had never been done before. They made it realistic. They put you in an actual war that actually happened. It wasn't futuristic aliens and demons, it was actual people killing other people. It was real. You could see yourself in it because you saw your forefathers in it when you read your history book. Once that element of realism was introduced, it was Katy barred the door.
Ever since quake and Medal of Honor it has been the biggest driving force in gaming.
Que the PC peckerheads talking about how it all started on PC.
ETA: oh yeah, and i somehow forgot to mention Duke Nukem in there. It made the transfer from a platformers to fps and never skipped a beat.
This post was edited on 11/26/13 at 4:21 pm
Posted on 11/26/13 at 4:56 pm to ThaKaptin
wolfenstein 3d, doom, quake... what do they all have in common? ID software
for those interested in the history of those games and how they were created read "masters of doom"
Posted on 11/26/13 at 4:58 pm to Mr Gardoki
Id was the shite back in the day. I can't count the hours upon hours I spent playing all 3 of those games.
I remember nine inch nails did the soundtrack for quake and it was awesome.
I remember nine inch nails did the soundtrack for quake and it was awesome.
Posted on 11/26/13 at 4:58 pm to ThaKaptin
john carmack officially left the company last week, they might as well shut down now
Posted on 11/26/13 at 5:40 pm to Mr Gardoki
Are they still even in business? Had no idea. Wow.
Posted on 11/26/13 at 6:04 pm to ThaKaptin
They got bought out, can't remember who but I think they are partnered with Bethesda and some others
Posted on 11/26/13 at 6:06 pm to ThaKaptin
They made the technical showcase that is RAGE. An FPS with superb controls and responsiveness and absolute shite for a story. That is emblematic of iD.
Posted on 11/26/13 at 6:12 pm to sbr2
Rage is nothing more than a non-cartoony borderlands. Absolutely zero originality to it.
But yes Id was never great at story lines but at least back in the day they made games that you couldn't put down. I'd play wolfenstein and doom and quake until the wee hours of the morning, then get up and TRY to pay attentions in school.
But yes Id was never great at story lines but at least back in the day they made games that you couldn't put down. I'd play wolfenstein and doom and quake until the wee hours of the morning, then get up and TRY to pay attentions in school.
Posted on 11/26/13 at 6:42 pm to CBandits82
am i the only person who thinks FPS have peaked? I'm not saying the genre is dead, just look at the sales, but I know lots of people who used to be all about MOH, COD, Halo etc. and just aren't getting them anymore. I know I don't play them near as much as I used to.
Posted on 11/26/13 at 6:45 pm to ThaKaptin
John carmack used to do the engine while John romero did the design. They were a great combo until they split. I've heard carmack talk about rage, he went to great lengths to make it run at 60 FPS on consoles. He has harped for a long time about how they need to focus more on smooth motion in games.
Posted on 11/26/13 at 8:29 pm to CBandits82
If we're talking strictly of the first person shooter I think it's all the reasons Freauxzen listed. If we are talking broader (i.e. the first person point of view) that's appealing because of immersion. I think it's easier for the player to put themselves in the role of the protagonist if they are both experiencing the game world in the same exact way.
This allows the player to essentially live out the life of someone else. Something like "Myst" and the more recent "Gone Home" is a perfect example of this. I don't think either of those stories would have nearly the same impact if they weren't told from the first person view.
This allows the player to essentially live out the life of someone else. Something like "Myst" and the more recent "Gone Home" is a perfect example of this. I don't think either of those stories would have nearly the same impact if they weren't told from the first person view.
Posted on 11/26/13 at 8:40 pm to Mr Gardoki
quote:
I may be wrong but didn't fps come out of a market full of platformers?
If you're talking about in a very broad sense, this is true but it's not quite the way it played out.
When games like Wolfenstein 3d, Doom, Heretic, Duke Nukem 3D, etc. were gaining popularity, PC gaming and console gaming were segregated in a way they aren't today. Platformers / side-scrollers ruled on consoles but point and click adventure games (and to a lesser degree space sims) were the big games on PC. I'd argue FPS's dethroned those genres more than platformers like Mario and Sonic.
Posted on 11/26/13 at 8:46 pm to DieDaily
You off all people should read masters of doom. It actually talked about how consoles were more powerful than pc's at the time. Carmack made a name for himself before making those games by putting super Mario 3 to pc and showing it at a convention
Posted on 11/26/13 at 8:56 pm to ThaKaptin
quote:
Wolfenstein 3d, then doom, unreal tournament, and then came quake, which to me was the defining moment in fps. Unreal had a chance to be that platform to base everything on but they missed the boat.
I don't want to be "that guy" but this isn't very accurate. Quake came well before Unreal Tournament and was monumental for rendering graphics in 3d with hardware acceleration. It was also one of the first FPS's to garner a sizable (for the time) online community of clans with dedicated servers and it spawned loads of mods, more than any other game I can remember during that time period.
Then came Quake 2 which added things like colored lighting, higher poly count models, better tools for modding and server administration. This is when Quake REALLY took off and the mod and clan communities blew up.
Unreal (not Tournament, just "Unreal") came out after this. It was a gorgeous game for it's time and had a small and devoted following but the Quake community was pretty entrenched at this point. Unreal Tournament came out a year after this title. I think this is when some of the Quake fans, hungry for twitchy FPS competition and tired of waiting for Quake 3, jumped to Unreal.
And personally, I think Half-Life (with it's mod community) and Goldeneye had a much bigger impact on FPS's than Medal of Honor did, but that might be because I never got much into the PS1.
Posted on 11/26/13 at 8:57 pm to Mr Gardoki
quote:
You off all people should read masters of doom.
I have it in my Amazon wish list and Christmas is just around the corner, in case you were wondering what to get me.
Posted on 11/26/13 at 9:01 pm to DieDaily
Let's keep this on an e-level for now 
Posted on 11/26/13 at 9:03 pm to DieDaily
quote:
I don't want to be "that guy" but this isn't very accurate. Quake came well before Unreal Tournament and was monumental for rendering graphics in 3d with hardware acceleration. It was also one of the first FPS's to garner a sizable (for the time) online community of clans with dedicated servers and it spawned loads of mods, more than any other game I can remember during that time period. Then came Quake 2 which added things like colored lighting, higher poly count models, better tools for modding and server administration. This is when Quake REALLY took off and the mod and clan communities blew up. Unreal (not Tournament, just "Unreal") came out after this. It was a gorgeous game for it's time and had a small and devoted following but the Quake community was pretty entrenched at this point. Unreal Tournament came out a year after this title. I think this is when some of the Quake fans, hungry for twitchy FPS competition and tired of waiting for Quake 3, jumped to Unreal. And personally, I think Half-Life (with it's mod community) and Goldeneye had a much bigger impact on FPS's than Medal of Honor did, but that might be because I never got much into the PS1.
Quakecon is still huge too. A lot of people didn't know that there was a community playing doom multiplayer too.
Posted on 11/26/13 at 9:11 pm to Mr Gardoki
quote:
Quakecon is still huge too.
That's true and a fact I often forget, though I don't entirely understand it myself. Some people think Quake offers the absolute perfect competitive FPS experience. It sort of reminds me of "Street Fighter" with fighting games. As long as the genre exists, someone will be playing a Street Fighter game; same goes for Quake (and Doom).
I actually downloaded Doom and Doom 2 a few months ago to play and it's still a really fun game. You move SO quick though. It's very disorienting if you're used to playing modern shooters.
Posted on 11/26/13 at 9:22 pm to DieDaily
quote:
I don't want to be "that guy" but this isn't very accurate. Quake came well before Unreal Tournament and was monumental for rendering graphics in 3d with hardware acceleration. It was also one of the first FPS's to garner a sizable (for the time) online community of clans with dedicated servers and it spawned loads of mods, more than any other game I can remember during that time period.
Then came Quake 2 which added things like colored lighting, higher poly count models, better tools for modding and server administration. This is when Quake REALLY took off and the mod and clan communities blew up.
Unreal (not Tournament, just "Unreal") came out after this. It was a gorgeous game for it's time and had a small and devoted following but the Quake community was pretty entrenched at this point. Unreal Tournament came out a year after this title. I think this is when some of the Quake fans, hungry for twitchy FPS competition and tired of waiting for Quake 3, jumped to Unreal.
QFT
quote:
And personally, I think Half-Life (with it's mod community) and Goldeneye had a much bigger impact on FPS's than Medal of Honor did, but that might be because I never got much into the PS1.
Nope you are right. Goldeneye is why Console shooters are popular and Half-Life+TF+Counter-Strike+Etc. are why computer FPS became much more than just a simple game.
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