History SoYouWantTo / WriteAFirstPersonShooter

24th Jul '17 11:23:27 PM Piterpicher
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* ''VideoGame/{{Doom}} 1-2:'' Solidified the first-person shooter genre started by {{Wolfenstein 3D}}. Still widely played, modded, and enjoyed to this day. The weapons, enemies, and levels are iconic, influential, and endlessly imitated. Generic sound effects and ''the genre itself'' have been permanently associated with this game--for a while, games set in its preexisting genre were called Doom clones! A must-play for any FPS student. Look up ''Masters of Doom'' for the complete lowdown on its creation and design.

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* ''VideoGame/{{Doom}} 1-2:'' Solidified the first-person shooter genre started by {{Wolfenstein 3D}}.VideoGame/Wolfenstein3D. Still widely played, modded, and enjoyed to this day. The weapons, enemies, and levels are iconic, influential, and endlessly imitated. Generic sound effects and ''the genre itself'' have been permanently associated with this game--for a while, games set in its preexisting genre were called Doom clones! A must-play for any FPS student. Look up ''Masters of Doom'' for the complete lowdown on its creation and design.
23rd Jun '17 9:58:32 AM MJ79
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* ''VideoGame/{{Battlefield}}:'' One of the first FPS franchises to make extensive use of vehicular combat and large maps with objective-oriented gameplay and class-based loadouts. It easily rivals Call of Duty when it comes to multiplayer. The more recent games also make use of the Frostbite engine which has an awesome degree of destructible environments and photorealistic effects.



* ''VideoGame/Doom2016:'' Perhaps the best comeback of an old gaming franchise in gaming history, DOOM pays great homage to the previous games by retaining classic FPS gameplay (no regenerating health or reloading) while having several modern elements (weapon upgrades, melee QTEs) added in. This game shows that id Software still knows how to make a great FPS after all those years.
* ''VideoGame/{{Duke Nukem 3D}}:'' Introduced the macho FPS protagonist with a voice and personality of his own, and added a lot more interactivity to the levels than [=Doom=] thanks to the Build Engine. Also has a modding community, though it isn't as big.



* ''VideoGame/{{Overwatch}}:'' Despite its recent introduction in 2016, this game is pretty much ''the'' MOBA FPS. Taking the best of both genres and combining them together, the game has amassed an impressively large fanbase, with its diverse and interesting cast of characters and fast-paced strategic gameplay.



* ''VideoGame/Wolfenstein3D:'' While not as influential as the later [=Doom=], Wolfenstein 3-D is touted as the grandfather of first-person shooters, and pretty much established the whole genre altogether. Although the walls were square blocks and everything was on one plane, the fast-paced gameplay set a formula that would be resonated by many other shooters to come. Appropriately enough, it was also the first WWII-themed FPS, and managed to gain considerable controversy over its depictions of violence and Nazi imagery. The modding community is small compared to Doom or [=Quake=], but recent source ports have managed to produce some impressive mods.

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* ''VideoGame/UnrealTournament:'' Quake's rival and a key game in establishing the arena shooter subgenre. While its popularity has faded over the years, it's still played to this day, and the sound of the 'monster kill' announcer taunt is memorable to every 90s & 00's FPS player.
* ''VideoGame/Wolfenstein3D:'' While not as influential as the later [=Doom=], Wolfenstein 3-D 3D is touted as the grandfather of first-person shooters, and pretty much established the whole genre altogether. Although the walls were square blocks and everything was on one plane, the fast-paced gameplay set a formula that would be resonated by many other shooters to come. Appropriately enough, it was also the first WWII-themed FPS, and managed to gain considerable controversy over its depictions of violence and Nazi imagery. The modding community is small compared to Doom or [=Quake=], but recent source ports have managed to produce some a few impressive mods.
mods show how the engine still holds to this day.
23rd Jun '17 9:19:22 AM MJ79
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* ''VideoGame/{{Doom}} 1-2:'' Popularized the first-person shooter genre. Still widely played, modded, and enjoyed to this day. The weapons, enemies, and levels are iconic, influential, and endlessly imitated. Generic sound effects and ''the genre itself'' have been permanently associated with this game--for a while, games set in its preexisting genre were called Doom clones! A must-play for any FPS student. Look up ''Masters of Doom'' for the complete lowdown on its creation and design.

to:

* ''VideoGame/{{Doom}} 1-2:'' Popularized Solidified the first-person shooter genre.genre started by {{Wolfenstein 3D}}. Still widely played, modded, and enjoyed to this day. The weapons, enemies, and levels are iconic, influential, and endlessly imitated. Generic sound effects and ''the genre itself'' have been permanently associated with this game--for a while, games set in its preexisting genre were called Doom clones! A must-play for any FPS student. Look up ''Masters of Doom'' for the complete lowdown on its creation and design.




to:

* ''VideoGame/Wolfenstein3D:'' While not as influential as the later [=Doom=], Wolfenstein 3-D is touted as the grandfather of first-person shooters, and pretty much established the whole genre altogether. Although the walls were square blocks and everything was on one plane, the fast-paced gameplay set a formula that would be resonated by many other shooters to come. Appropriately enough, it was also the first WWII-themed FPS, and managed to gain considerable controversy over its depictions of violence and Nazi imagery. The modding community is small compared to Doom or [=Quake=], but recent source ports have managed to produce some impressive mods.
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.

to:

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...):

to:

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.

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 (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.
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