History SoYouWantTo / WriteAFirstPersonShooter

8th Jul '16 6:38:12 PM PixelKnight
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Another idea is to inject a little more realism, even to the standard weapons. Many weapons tend to follow certain tropes that aren't entirely accurate to how the weapon acts or is used in real life. You can inject some new life into the weapon(s)

* Flamethrowers - Most games tend to show them as basically giant aerosol cans with a flame in front. Powerful, but only goes out about ten feet if you're lucky. Real flamethrowers spew burning liquid over a hundred feet away. Seems overpowered, but they're big and heavy (and thus harder to move around with), and when you shoot that big tank of jellied gasoline on their back... the tank is perforated and the fuel drains out. Jellied gasoline isn't exactly nitroglycerine in terms of instability.
* Shotguns - Most games only have them use buckshot shells. Try adding solid slugs to the mix, perhaps as a secondary fire mode.

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Another idea is to inject a little more realism, even to the standard weapons. Many weapons tend to follow certain tropes that aren't entirely accurate to how the weapon acts or is used in real life. You can inject some new life into the weapon(s)

weapon(s), but be warned that this may play hell with multiplayer balance.

* Flamethrowers - Most games tend to show them as basically giant aerosol cans with a flame in front. Powerful, but only goes out about ten feet if you're lucky. Real flamethrowers spew burning liquid over a hundred feet away. Seems overpowered, but they're big and heavy (and thus harder to move around with), and when you shoot that big tank of jellied gasoline on their back... the tank is perforated and the fuel drains out. Jellied gasoline isn't exactly nitroglycerine in terms of instability.
instability, so you'd need something to set the fuel on fire before it would explode.
* Shotguns - Most games only have them use buckshot shells.shells, with a ludicrously high spread. Try adding solid slugs to the mix, perhaps as a secondary fire mode.
8th Jul '16 6:32:17 PM PixelKnight
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* Flamethrowers - Most games tend to show them as basically giant aerosol cans with a flame in front. Powerful, but only goes out about ten feet if you're lucky. Real flamethrowers spew burning liquid over a hundred feet away. Seems overpowered, but they're big and heavy (and thus harder to move around with), and three guesses what can happen if you shoot that big tank of jellied gasoline on their back...

to:

* Flamethrowers - Most games tend to show them as basically giant aerosol cans with a flame in front. Powerful, but only goes out about ten feet if you're lucky. Real flamethrowers spew burning liquid over a hundred feet away. Seems overpowered, but they're big and heavy (and thus harder to move around with), and three guesses what can happen if when you shoot that big tank of jellied gasoline on their back...back... the tank is perforated and the fuel drains out. Jellied gasoline isn't exactly nitroglycerine in terms of instability.
14th Dec '15 6:07:36 AM Nohbody
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[[StandardFPSGuns Don't include the old standbys]]: Wait, [[NotASubversion this isn't a subversion]], this is an ''a''version. Unless you call attention to it (e.g., with finding the standard guns but not using them, or having a gun ''look'' standard but ''act'' strangely). Anyway. The standard guns are ingrained into the genre; this gives you a golden chance to ignore them and try for unique and gimmicky weaponry. But remember to make them ''good'': People complain about bad gimmicks but almost always praise good gimmicks. For a good example, look at ''Half-Life 2'''s gravity gun. Might be hard to do but if you get people to think in weird ways and jump through your silly hoops to use an arsenal of awesome gimmick guns it would be totally worth it. Alternatively, just pump the player character with [[Franchise/BioShock Plasmids]] or have them become the host of [[VideoGame/TheDarkness a demon that likes the shade]] and have him or her shoot lightning or impale enemies without having to resorting to any type of gun!

to:

[[StandardFPSGuns Don't include the old standbys]]: Wait, [[NotASubversion this isn't a subversion]], this is an ''a''version. Unless you call attention to it (e.g., with finding the standard guns but not using them, or having a gun ''look'' standard but ''act'' strangely). Anyway. The standard guns are ingrained into the genre; this gives you a golden chance to ignore them and try for unique and gimmicky weaponry. But remember to make them ''good'': People complain about bad gimmicks but almost always praise good gimmicks. For a good example, look at ''Half-Life 2'''s gravity gun. Might be hard to do but if you get people to think in weird ways and jump through your silly hoops to use an arsenal of awesome gimmick guns it would be totally worth it. Alternatively, just pump the player character with [[Franchise/BioShock [[VideoGame/BioShock Plasmids]] or have them become the host of [[VideoGame/TheDarkness a demon that likes the shade]] and have him or her shoot lightning or impale enemies without having to resorting to any type of gun!
12th Sep '15 6:48:11 PM nombretomado
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People play FPS games mainly to blow off steam, or because the game play is really fun. It's a visceral experience that can be gummed up by adding too much of the wrong detail. Specifically: Don't let the story get in the way of the gameplay. As [[WebAnimation/ZeroPunctuation Yahtzee]] says in his review of ''NinjaGaiden 2'' (not an FPS, but...):

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People play FPS games mainly to blow off steam, or because the game play is really fun. It's a visceral experience that can be gummed up by adding too much of the wrong detail. Specifically: Don't let the story get in the way of the gameplay. As [[WebAnimation/ZeroPunctuation Yahtzee]] says in his review of ''NinjaGaiden ''VideoGame/NinjaGaiden 2'' (not an FPS, but...):
16th May '15 6:17:18 PM nombretomado
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Take it seriously: But run with it, have the players character really be an superhuman psychopath who slaughters hundreds of people. (Hey, it worked for {{Halo}}.) Of course, if you paint the player as the villain, you're unlikely to be very popular, so find a constructive use for your superhuman psycho.

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Take it seriously: But run with it, have the players character really be an superhuman psychopath who slaughters hundreds of people. (Hey, it worked for {{Halo}}.Franchise/{{Halo}}.) Of course, if you paint the player as the villain, you're unlikely to be very popular, so find a constructive use for your superhuman psycho.
12th May '15 1:45:52 PM nombretomado
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Or you can follow GodHand's path and make the background dull, ugly and minimalist. No one will care if the game is filled with sufficient Awesome.

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Or you can follow GodHand's VideoGame/GodHand's path and make the background dull, ugly and minimalist. No one will care if the game is filled with sufficient Awesome.
30th Jan '15 1:37:17 AM Koveras
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* ''[[VideoGame/SystemShock System Shock]]'' could be called the first modern FPS, innovating things now taken for granted, such as a physics engine, complex texture mapping, a full 3D engine, relatively complex AI, an immersive, semi-realistic world, and advanced (for the time) mechanics like leaning around corners, crouching, jumping, and overall a huge amount of ahead-of-its-time technology and innovations that made it's contemporaries look downright primitive. Perhaps most importantly, it essentially created the story-driven shooter (predating ''VideoGame/HalfLife'' by several years and ''VideoGame/{{Marathon}}'' by a few months), as well as the RPG-shooter hybrid. Unfortunately, it sold so poorly (do to releasing at the height of the Doom craze) that it rarely gets the credit it deserves, with many of it's innovations being attributed to ''VideoGame/HalfLife'', ''VideoGame/{{Marathon}}'',''[=BioShock=]'', or its sequel (which is also widely hailed as one of the greatest shooters of all time. ''VideoGame/BioShock'', ''VideoGame/HalfLife'', ''VideoGame/{{Portal}}'', ''VideoGame/DeusEx'', ''VideoGame/ElderScrolls'' series, ''VideoGame/MassEffect'', ''VideoGame/DeadSpace'', ''{{Franchise/Halo}}'', ''VideoGame/{{Doom 3}}'', and ''VideoGame/BatmanArkhamAsylum'' are just a few of the games influenced in some way by System Shock.

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* ''[[VideoGame/SystemShock System Shock]]'' could be called the first modern FPS, innovating things now taken for granted, such as a physics engine, complex texture mapping, a full 3D engine, relatively complex AI, an immersive, semi-realistic world, and advanced (for the time) mechanics like leaning around corners, crouching, jumping, and overall a huge amount of ahead-of-its-time technology and innovations that made it's contemporaries look downright primitive. Perhaps most importantly, it essentially created the story-driven shooter (predating ''VideoGame/HalfLife'' by several years and ''VideoGame/{{Marathon}}'' by a few months), as well as the RPG-shooter hybrid. Unfortunately, it sold so poorly (do to releasing at the height of the Doom craze) that it rarely gets the credit it deserves, with many of it's innovations being attributed to ''VideoGame/HalfLife'', ''VideoGame/{{Marathon}}'',''[=BioShock=]'', or its sequel (which is also widely hailed as one of the greatest shooters of all time. ''VideoGame/BioShock'', ''VideoGame/HalfLife'', ''VideoGame/{{Portal}}'', ''VideoGame/DeusEx'', ''VideoGame/ElderScrolls'' ''Franchise/TheElderScrolls'' series, ''VideoGame/MassEffect'', ''Franchise/MassEffect'', ''VideoGame/DeadSpace'', ''{{Franchise/Halo}}'', ''VideoGame/{{Doom 3}}'', and ''VideoGame/BatmanArkhamAsylum'' are just a few of the games influenced in some way by System Shock.
11th Oct '14 1:18:08 AM XenMon2
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* ''[[VideoGame/SystemShock System Shock]]'' could be called the first modern FPS innovating things now taken for granted, such as a physics engine, complex texture mapping, a full 3D engine, relatively complex AI, an immersive, semi-realistic world, and advanced mechanics like leaning around corners, crouching, jumping, and overall a huge amount of ahead-of-its-time technology and innovations that make many of its contemporaries look downright primitive. Perhaps most importantly, it essentially created the story-driven shooter (predating Half Life by several years and ''VideoGame/Marathon'' by a few months), as well as the RPG-shooter hybrid. Unfortunately, it sold so poorly that it rarely gets the credit it deserves, with many of it's innovations being attributed to ''Half Life'', ''Marathon'',''[=BioShock=]'', or its direct sequel.

to:

* ''[[VideoGame/SystemShock System Shock]]'' could be called the first modern FPS FPS, innovating things now taken for granted, such as a physics engine, complex texture mapping, a full 3D engine, relatively complex AI, an immersive, semi-realistic world, and advanced (for the time) mechanics like leaning around corners, crouching, jumping, and overall a huge amount of ahead-of-its-time technology and innovations that make many of its made it's contemporaries look downright primitive. Perhaps most importantly, it essentially created the story-driven shooter (predating Half Life ''VideoGame/HalfLife'' by several years and ''VideoGame/Marathon'' ''VideoGame/{{Marathon}}'' by a few months), as well as the RPG-shooter hybrid. Unfortunately, it sold so poorly (do to releasing at the height of the Doom craze) that it rarely gets the credit it deserves, with many of it's innovations being attributed to ''Half Life'', ''Marathon'',''[=BioShock=]'', ''VideoGame/HalfLife'', ''VideoGame/{{Marathon}}'',''[=BioShock=]'', or its direct sequel.sequel (which is also widely hailed as one of the greatest shooters of all time. ''VideoGame/BioShock'', ''VideoGame/HalfLife'', ''VideoGame/{{Portal}}'', ''VideoGame/DeusEx'', ''VideoGame/ElderScrolls'' series, ''VideoGame/MassEffect'', ''VideoGame/DeadSpace'', ''{{Franchise/Halo}}'', ''VideoGame/{{Doom 3}}'', and ''VideoGame/BatmanArkhamAsylum'' are just a few of the games influenced in some way by System Shock.
11th Oct '14 12:56:23 AM XenMon2
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* ''[[VideoGame/SystemShock System Shock]]'' could be called the first modern FPS innovating things now taken for granted, such as a physics engine, complex texture mapping, a full 3D engine, relatively complex AI, an immersive, semi-realistic world, and advanced mechanics like leaning around corners, crouching, jumping, and overall a huge amount of ahead-of-its-time technology and innovations that make many of its contemporaries look downright primitive. Perhaps most importantly, it essentially created the story-driven shooter (predating Half Life by several years), as well as the RPG-shooter hybrid. Unfortunately, it sold so poorly that it rarely gets the credit it deserves, with many of it's innovations being attributed to ''Half Life'', ''[=BioShock=]'', or its direct sequel.

to:

* ''[[VideoGame/SystemShock System Shock]]'' could be called the first modern FPS innovating things now taken for granted, such as a physics engine, complex texture mapping, a full 3D engine, relatively complex AI, an immersive, semi-realistic world, and advanced mechanics like leaning around corners, crouching, jumping, and overall a huge amount of ahead-of-its-time technology and innovations that make many of its contemporaries look downright primitive. Perhaps most importantly, it essentially created the story-driven shooter (predating Half Life by several years), years and ''VideoGame/Marathon'' by a few months), as well as the RPG-shooter hybrid. Unfortunately, it sold so poorly that it rarely gets the credit it deserves, with many of it's innovations being attributed to ''Half Life'', ''[=BioShock=]'', ''Marathon'',''[=BioShock=]'', or its direct sequel.
14th Sep '14 12:24:26 AM LDragon2
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* ''VideoGame/MetroidPrime:'' While at first controversial for switching a 2D MetroidVania series into a first-person game, it received huge praise for its atmosphere and seamless integration of exploration and item-searching alongside combat, and has since been dubbed one of the first examples of a First Person Adventure. [[VideoGame/PowerSlave It may not have been the first shooter to incorporate this sort of gameplay]], but it was the first to do so with a permeating feeling of isolation. Has since inspired other atmospheric and adventure driven shooters, including the third-person shooter ''VideoGame/DeadSpace.

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* ''VideoGame/MetroidPrime:'' While at first controversial for switching a 2D MetroidVania series into a first-person game, it received huge praise for its atmosphere and seamless integration of exploration and item-searching alongside combat, and has since been dubbed one of the first examples of a First Person Adventure. [[VideoGame/PowerSlave It may not have been the first shooter to incorporate this sort of gameplay]], but it was the first to do so with a permeating feeling of isolation. Has since inspired other atmospheric and adventure driven shooters, including the third-person shooter ''VideoGame/DeadSpace.''VideoGame/DeadSpace''.
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