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You should also consider how many weapons and items the character can carry at once. Many games severely limit the inventory; while this adds a level of strategy, the more stuff the player can have at a time (and that you give him), the more options available to him, and the faster he can lay out the enemies. Depending on sub-genre, the speed at which the player can mow down enemies may be a very big factor in the amount of fun he has. Also, most of the shooters of the past decade have used a two gun limit, with maybe a pistol as a third (Halo, Call of Duty, FEAR, etc...). It could be fun to allow players to carry around a whole arsenal for a change, assuming you are willing to part with a bit of realism.

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You should also consider how many weapons and items the character can carry at once. Many games severely limit the inventory; while this adds a level of strategy, the more stuff the player can have at a time (and that you give him), the more options available to him, and the faster he can lay out the enemies. Depending on sub-genre, SubGenre, the speed at which the player can mow down enemies may be a very big factor in the amount of fun he has. Also, most of the shooters of the past decade have used a two gun limit, with maybe a pistol as a third (Halo, Call of Duty, FEAR, etc...). It could be fun to allow players to carry around a whole arsenal for a change, assuming you are willing to part with a bit of realism.
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Watch the AI! One of the easiest ways to make players complain about your game is to have horrible AI, be it in allies or enemies. The two biggest offenders in AI are reactions (how they act when, say, someone is shooting at them), and interactions with the player character ([[TooDumbToLive running out into your line of fire]] = [[WhatAnIdiot a bad thing unless it's an old-school-type shooter]]).

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Watch the AI! One of the easiest ways to make players complain about your game is to have horrible AI, be it in allies or enemies. The two biggest offenders in AI are reactions (how they act when, say, someone is shooting at them), and interactions with the player character ([[TooDumbToLive running out into your line of fire]] = [[WhatAnIdiot a bad thing unless it's an old-school-type shooter]]).
shooter).
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Smoothing out the Daikatana part. I think the advertisement part is a vital part of its failure, as well as giving it what NOT to do about it.


* ''VideoGame/{{Daikatana}}'': The first name in "bad FPS," and, like ''Trespasser'', tried to bite off more than it could chew. In this case, the touted selling points--an RPG-like advancement system, sidekicks, and enormous variety of weapons and enemies--all worked against it, with useless character stats, ArtificialStupidity, and weapons that hurt you more than the enemies, along with a host of bugs (literal and metaphorical) and a nonsensical storyline.

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* ''VideoGame/{{Daikatana}}'': The first name in "bad FPS," and, like ''Trespasser'', it tried to bite off more than it could chew. In this case, the touted selling points--an RPG-like advancement system, sidekicks, and enormous variety of weapons and enemies--all worked against it, with useless character stats, ArtificialStupidity, and weapons that hurt you more than the enemies, along with a host of bugs (literal and metaphorical) and a nonsensical storyline. What further damned this one is the bombastic advertisement, "John Romero is about to make you his bitch.", the damage of all those bad things might be lessened if the advertisement was more low-key. Lessons learned? Don't be overdependent on your originally big name[[note]]John Romero was once hailed due to his involvement in the earlier ''Doom'' games, as seen in "The Greats" section.[[/note]] as the clutch of your game quality. If you want to make sure the new additions (that may be groundbreaking) to the genre can work, double check if it will still keep the FPS spirit together.

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Toned down complaining per this thread.



* ''VideoGame/AliensColonialMarines'' had bugs, bad A.I., unbalanced gameplay and low-quality graphics; overall a disappointment to the long-running ''Film/Aliens'' video game franchise. Thankfully, ''VideoGame/AlienIsolation'' made up for that, although it was developed by a different studio and was more of a survival horror game.



* ''Cyber-Cop:'' One of the shittiest games ever made. Navigating and targeting enemies are nearly impossible, enemies can sneak up to the character and hurt him without alerting the player and many other horrendous design choices. Pure shit poured into a Genesis cartridge.
* ''Cyborgs:'' Invented mouselook but had terrible controls that essentially, required four hands. Somewhat entertaining but extremely difficult to play. One of Origin's few mistakes before E.A's takeover. Play the ''Crusader'' series instead. Though a third person shooter, it succeeded where this game failed.
* ''VideoGame/{{Daikatana}}:'' The first name in "bad FPS," and, like Trespasser, tried to bite off more than it could chew. In this case, the touted selling points--an RPG-like advancement system, sidekicks, and enormous variety of weapons and enemies--all worked against it, with useless character stats, sidekicks that got you killed, and enormously redundant weapons that hurt you more than the enemies, along with a host of bugs (literal and metaphorical), stupid enemy design, and a teeth-gratingly dumb storyline. A harrowing study in everything going wrong that could go wrong.
* ''VideoGame/EthnicCleansing'' is an excellent argument against propaganda games in general. Content aside, it is one of the laziest and most incompetent things ever made. Whether the player agrees with the message or disagrees and likes how pathetic it makes its viewpoint look, the only way this game can be enjoyed is through ConfirmationBias.
* ''Hour of Victory:'' Released when the popularity of WWII-era shooters was beginning to wane, this game pretty drove that genre of shooter into the ground. The game was hobbled by dysfunctional AI, mediocre graphics, and a bare-bones multiplayer.
* ''VideoGame/JurassicParkTrespasser:'' A stern warning against folk who would innovate beyond the limits of current technology. One of the first, if not the first, FPS to make extensive use of semi-realistic physics, the game was buggy to hell and back, crashing for enormously arbitrary reasons. The game's innovations conflicted with each other in a violent way, resulting in most of the selling points being crippled, removed, or dumbed down enormously to get a semblance of playability.
* ''VideoGame/LegendaryTheBox'' takes an interesting premise and [[TheyWastedAPerfectlyGoodPlot completely wastes it]]. The player battles mythical beasts, but these enemies are distinguished by gimmicks that only serve to annoy the player rather than keep them on their feet. Non-interactive set-pieces substitute for exciting gameplay, and these get old fast. The player can collect and use magic from slain monsters, but it is only used in healing and some scenario objectives, nothing else. Much of this stems from the developers [[https://www.youtube.com/watch?v=p3SdEkb01j0 refusing to listen to the testers]], so be sure to take QA's feedback to heart. You worked hard on the project so far, yes, but the testers are making sure that effort doesn't go to waste. [[DividedWeFall You're all on the same team here]].
* ''VideoGame/StarWarsBattlefrontII2017'': If there's one big lesson to be learned from 2017, it's that excessive microtransactions and loot boxes will piss off the Internet to the point where ''EA lost billions of dollars and governments began enacting laws regulating loot boxes''. Case in point, this game.
* ''VideoGame/HuntDownTheFreeman'' is one of the most profound examples of how ''not'' to make a ''VideoGame/HalfLife2'' mod, let alone any FPS game for that matter. While there is a great deal of controversy surrounding stolen assets and Website/YouTube celebrities as voice actors, the game itself almost completely lacks direction with its gameplay mechanics and level design, so much that [[GuideDangIt players often look up walkthroughs or noclip through certain areas out of frustration]]. Adding onto this is gracious amounts of enemies faced at once, atrociously long HoldTheLine sequences and [[BreadEggsBreadedEggs lengthy Hold The Line sequences with massive groups of enemies]], hammering in the lesson that a game should have its difficulty restrained enough for the player to not be overwhelmed and/or exhausted by it.

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* ''Cyber-Cop:'' One of the shittiest games ever made. Navigating and targeting enemies are nearly impossible, enemies can sneak up to the character and hurt him without alerting the player and many other horrendous design choices. Pure shit poured into a Genesis cartridge.
* ''Cyborgs:'' Invented mouselook but had terrible controls that essentially, required four hands. Somewhat entertaining but extremely difficult to play. One of Origin's few mistakes before E.A's takeover. Play the ''Crusader'' series instead. Though a third person shooter, it succeeded where this game failed.
* ''VideoGame/{{Daikatana}}:''
''VideoGame/{{Daikatana}}'': The first name in "bad FPS," and, like Trespasser, ''Trespasser'', tried to bite off more than it could chew. In this case, the touted selling points--an RPG-like advancement system, sidekicks, and enormous variety of weapons and enemies--all worked against it, with useless character stats, sidekicks that got you killed, ArtificialStupidity, and enormously redundant weapons that hurt you more than the enemies, along with a host of bugs (literal and metaphorical), stupid enemy design, metaphorical) and a teeth-gratingly dumb storyline. A harrowing study in everything going wrong that could go wrong.
nonsensical storyline.
* ''VideoGame/EthnicCleansing'' is an excellent argument against propaganda games in general. Content aside, it is ''VideoGame/JurassicParkTrespasser'' was one of the laziest and most incompetent things ever made. Whether the player agrees with the message or disagrees and likes how pathetic it makes its viewpoint look, the only way this game can be enjoyed is through ConfirmationBias.
* ''Hour of Victory:'' Released when the popularity of WWII-era shooters was beginning to wane, this game pretty drove that genre of shooter into the ground. The game was hobbled by dysfunctional AI, mediocre graphics, and a bare-bones multiplayer.
* ''VideoGame/JurassicParkTrespasser:'' A stern warning against folk who would innovate beyond the limits of current technology. One
of the first, if not the first, FPS to make extensive use of semi-realistic physics, physics. However, the game was buggy to hell and back, crashing for enormously arbitrary reasons. The game's innovations conflicted with each other in a violent way, resulting in most of the selling points being crippled, removed, or dumbed down enormously to get a semblance of playability.
playability. The game could be considered a stern warning against folk who try to innovate beyond the limits of current technology.
* ''VideoGame/LegendaryTheBox'' ''VideoGame/Legendary2008'' takes an interesting premise and [[TheyWastedAPerfectlyGoodPlot completely wastes it]]. The player battles mythical beasts, but these enemies are distinguished by gimmicks that only serve to annoy the player rather than keep them on their feet. Non-interactive set-pieces substitute for exciting gameplay, and these get old fast. The player can collect and use magic from slain monsters, but it is only used in healing and some scenario objectives, nothing else. Much of this stems from the developers [[https://www.youtube.com/watch?v=p3SdEkb01j0 refusing to listen to the testers]], so be sure to take QA's feedback to heart. You worked hard on the project so far, yes, but the testers are making sure that effort doesn't go to waste. [[DividedWeFall You're all on the same team here]].
* ''VideoGame/StarWarsBattlefrontII2017'': If there's one big lesson to be learned from 2017, it's that excessive microtransactions and loot boxes will piss off the Internet to the point where ''EA lost billions of dollars and governments began enacting laws regulating loot boxes''. Case in point, this game.
* ''VideoGame/HuntDownTheFreeman'' is one of the most profound examples of how ''not'' to make a ''VideoGame/HalfLife2'' mod, let alone any FPS game for that matter. While there is a great deal of controversy surrounding stolen assets and Website/YouTube celebrities as voice actors, the game itself almost completely lacks direction with its gameplay mechanics and level design, so much that [[GuideDangIt players often look up walkthroughs or noclip through certain areas out of frustration]]. Adding onto this is gracious amounts of enemies faced at once, atrociously long HoldTheLine sequences and [[BreadEggsBreadedEggs lengthy Hold The Line sequences with massive groups of enemies]], hammering in the lesson that a game should have its difficulty restrained enough for the player to not be overwhelmed and/or exhausted by it.
here]].
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Removing ROCEJ sinkhole as per discussion.


* ''VideoGame/EthnicCleansing'' is an excellent argument against propaganda games in general. [[Administrivia/RuleOfCautiousEditingJudgment Content aside]], it is one of the laziest and most incompetent things ever made. Whether the player agrees with the message or disagrees and likes how pathetic it makes its viewpoint look, the only way this game can be enjoyed is through ConfirmationBias.

to:

* ''VideoGame/EthnicCleansing'' is an excellent argument against propaganda games in general. [[Administrivia/RuleOfCautiousEditingJudgment Content aside]], aside, it is one of the laziest and most incompetent things ever made. Whether the player agrees with the message or disagrees and likes how pathetic it makes its viewpoint look, the only way this game can be enjoyed is through ConfirmationBias.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/TeamFortress2:'' Not a huge innovator, but rather an example of what you get when you crank the standard FPS tropes UpToEleven. An insane, over-the-top thrill ride with a perfect ExcusePlot that does nothing other than justify a bunch of quirky psychopaths brutalizing each other. The [=PCs=] are absurd parodies of stock FPS characters, but still rounded out and endearing. The game's humor is at least as important as the action.

to:

* ''VideoGame/TeamFortress2:'' Not a huge innovator, but rather an example of what you get when you crank the standard FPS tropes UpToEleven.up to eleven. An insane, over-the-top thrill ride with a perfect ExcusePlot that does nothing other than justify a bunch of quirky psychopaths brutalizing each other. The [=PCs=] are absurd parodies of stock FPS characters, but still rounded out and endearing. The game's humor is at least as important as the action.

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