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What Makes A Good FPS?


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#61 Carsius

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Posted 24 July 2010 - 07:31 PM

View Postcheesydud, on 23 July 2010 - 09:37 PM, said:

...
However, on the other hand, there is ONE thing that TF2 definitely does do right:
Constant updates with bugfixes/balance fixes/new maps.

This. Without regular updates, new maps, etc., a fps could quickly get old and boring.

#62 Lt_Sherpa

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Posted 25 July 2010 - 02:27 AM

MW2 was just another B level plot in a Hollywood budget game. It's like any average action movie, except that you are an actor with your own, very scripted part. If you don't play your role the way the director wants, you get spanked.

As far as good singleplayer FPSs go, I haven't played one in a while. Several are enjoyable, but I still yearn for a truly amazing singleplayer FPS. Brothers in Arms is probably the closest thing. It's more tactics based, and you actually need to use your team in order to play effectively. One thing that did grate on me though were those times where they tried to make you feel sad... that didn't work out very well. It was almost kind of embarrassing.

And Kudos to dsi1 for mentioning Project Reality. That has by far been one of the best multiplayer FPSs I've ever played. Immersion really isn't just a fancy hud and a cool reload animation, but instead knowing that you have to work as a team in order to win. You complete tangible objectives which have a visible impact on the other team. It's knowing that if your transports are destroyed, you will be hiking 2 km to your destination.
To be fair though, it shoots for a high level of realism, which may not be appropriate for this kind of mod, especially since the AI is going to be completely unrealistic.

#63 mahaugher

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Posted 28 July 2010 - 06:50 PM

Repetitive ------> :ball: UNRepetitiveness, Something that every time you play it something new happens also allot of content.

#64 Halsh

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Posted 02 August 2010 - 12:49 AM

Believeability in its setting: whether this be through a plot involving the character in a giant story that lasts for 50 hours and makes you feal like you're smacking your head against a brick wall or just "You're a mercenary, they're mercenaries, kill eachother" (TF2 anyone?).

Scaled difficulty: I don't think I've seen this (I hear crysis has something like this but the last time I tried that my motherboard melted) in a game I've played, but a game where if you suck, it gets a little easier, if you're ripping on the enemy and generally not being challenged it gets a little more difficult. This is generally done through the player choosing when it's easy or hard through difficulty selection in the Menu screen/escape menu, but if it could be dynamic that could be really cool.

Immersion: I dare to say this is probably the single most important thing in a game, without it it's going to be tough to get the player to care about whatever it is they're doing. If the game can draw you in then what could be a potential flaw in the game is overlooked because YOU are the mute scientist who apparently went to gun practice 5 times a week since the age of 3 and has to save us all from a terrible disaster brought about by something going wrong because apparently everyone is too mind-numbingly retarded, yes I'm looking at you Gordan Freeman. On the note of immersion, I move on to...

Getting the player to give a crap: simple. If they don't care, they'll either fuck around (on single player that's fine, they're not screwing with anyone else) or simply quit the game and go do something else, like poking wet paint and complaining about it being wet. Part of this is objectives or goals actually making sense, which I've yet to see a game screw up; yet.

There is no "best" weapon overall, simply the "best" weapon for the job. In Half-Life 2 you do not attempt to snipe with a crowbar, it wont work no matter what you do. Similarly you do not attempt to use your flamethrower under water in TF2 because, well, it's downright grade-a retard; unless you want a bubble bath. For an example of how to not do this, look at Alien Swarm: unless I'm highly mistaken, the flamethrower is simply the best weapon out of the lot and you'll want the majority of your team having them in their inventory. Sure, it doesn't have the damage output you may want to kill the bigger stuff, but you can just run around them, while the swarmy buggers that'll actually kill you can be easilly stunned, if not outright killed by a quick little puff while you saunter off to complete the objective(s).

Dynamic, but not in the "this is going to be dynamic in the sense of the rain will fall from the sky. Sure, the rain drops will take different routes, but eventually they're all going to go splat into the ground at horrifying speed." sense. This is both done well and not so well in L4D2: the special infected spawn dynamically, so you wont always get attacked from the same places twice, however they messed up with the tank (imo) due to it having preset spawn locations. Part of the thing with the tank was the OHSHIT moment when you heard the music and knew it was coming; problem is, with the tank spawns you basically prepare beforehand 'cause of its limited spawn locations. It didn't spawn at spawnA? It'll spawn at spawnB, so bring a mol and ammo.

That's all I can think of for now.

#65 Hotels

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Posted 31 August 2010 - 06:09 PM

Interesting environments, varied gameplay.





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