Astral Rag
Arcane
- Joined
- Feb 1, 2012
- Messages
- 7,771
Also from 1995 and not really a FPS in my book. Decent game(s) though.
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These kinds of shooters were never about enemy AI.Ideally of course making a game more difficult should involve better, smarter AI. Bullet sponges and hit point bloat are a big no no for me. Which path does Ion Maiden take in its new difficulty settings? All natural or huge pendulous tits of silicon?
Very good video except for the fact that the devs call Quake the first True 3D FPS™
Why does everyone always seem to forget Future Shock.
He wants a word with you.
Also from 1995 and not really a FPS in my book. Decent game(s) though.
Wait... the reason you two are dismissing Descent from this is because you don't consider it a FPS?
Even though it does the exact same things as any other FPS game released both before and after it, in a true 3D environment that employs all six axis equally?
Are you really going to tell me that the ability to jump around (instead of flying around) matters that much?
Or is this about what game was the first to coin the term "FPS"? Well, regardless of what game was the first to use the term, it also applies to Descent,
like it or not. If it looks like a duck, moves like a duck, quacks like a duck and shoots like an armed duck... guess what?
No, I dismissed it to avoid this kind of conversation!
FPS in the strict sense, as the term that fully defines the game. Because if you wide the space for descent to fit, you have to wide it for many other games.
No, I dismissed it to avoid this kind of conversation!
Too bad, you're having it! :D
FPS in the strict sense, as the term that fully defines the game. Because if you wide the space for descent to fit, you have to wide it for many other games.
We have to acknowledge the problem that not a single term for a gaming genre is set in stone. Not a single one. It's not just a problem of "What is an RPG?", but also "What is an Adventure Game?" or "What is a Puzzle Game?", and so on. Oh sure, we can get pretty close by adding a few basic definitions, but there will always be disagreement on what should be in and what should not, and that's why you're reading this.
To me FPS is "first-person shooter", a sub-genre of gaming where the game is trying to show the gameworld through the eyes of the player, with a primary focus on shooting bad guys, and with little or no secondary focus. Move around, get guns, kill monsters, clear level, fight the occasional boss, repeat, all in real-time. Generally speaking they're arcade-ish in gameplay, simple and to the point. (There's tons more things I could say to define it further, but you get the idea.) Wolfenstein 3D fits this, Doom fits this, Quake fits this, the Build games fit this... so why don't Descent, Thief, Quarantine, Mechwarrior, Magic Carpet or X-Wing?
Let's look at non-contenders you brought up. For starters, Thief's focus is not on getting guns, killing monsters or fighting the occasional boss. Even moving around is done differently, as the emphasis is not on speed, but on stealth. Garrett is also a non-combatant, and has trouble even fighting spiders! X-Wing is clearly a flight simulator and not a FPS, the focus is first on piloting the craft and keeping it in one piece. That means diverting powers to various systems and having to obey physics while moving. The game doesn't even require you to shoot bad guys all the time. Mechwarrior also is not a FPS for the same reason, the primary focus is on piloting the mech, shooting bad guys comes second (or even third).
Magic Carpet is an interesting example, but not an FPS. It's a strategy game where you build and maintain a castle, while trying to destroy the enemy's castle. The fact that it's shown in a first-person perspective is pretty cool, but doesn't change the basic facts. I haven't played Quarantine since it was originally released, but what I remember it's a very arcade-ish game, while yet trying to be a little deeper than the norm. There were missions, for example, but they usually involved either taking a passenger from Point A to Point B or shooting something to bits. Quarantine to me is clearly an FPS, but one that's trying to grow beyond what makes for a generic FPS. (Hexen also tried the same, yet no one seems to challenge its claim of being an FPS, even though you can fly around!)
Which leaves us with Descent. The only real difference between all those 'classic' FPS examples mentioned earlier and this game, is that you're flying a small spacecraft instead of running around on two legs. And yet, Descent is a very arcade-like game. You don't have to micromanage the ship like in X-Wing, or worry about weapon systems like in Mechwarrior. The emphasis is on shooting things and how to shoot them. That makes all three Descent games into FPS games for me, and also Terminaly Velocity/Fury3, very arcade-like games with an emphasis on flying instead of bipedal movement.
What it ultimately comes down to, is that we disagree on where the boundaries for "FPS" games lie. You say I draw it too far, I say you don't draw it far enough. But because no GamerGod has dispatched his version of Moses to come down and bless us with the Sacred Definitions of Game Genres, we're stuck with arguments like this 'till the cows come home.
And if one considers the arcade like approach, Mad Dog McCree is an FPS, and also those virtua cop arcade games made by sega.
I was gonna just leave this at "we'll agree to disagree" but then I spotted this:
And if one considers the arcade like approach, Mad Dog McCree is an FPS, and also those virtua cop arcade games made by sega.
Here's where you're making a mistake. The genre "FPS" is a sub-genre of gaming. Not because it's a niche part of gaming with few titles (LOL no) but because it has so many definitions attached to it that they form a pretty clear (though again, not exactly defined) image of what kind of game to expect. FPS is a sub-genre within in the "action game" genre, possibly also within another sub-genre of those, called "Shooters". "SHMUPs" are a sister genre of FPS games, but another sister genre I see a reason to mention is "Rail Shooter", a game where you have no control over movement except to choose which corridor the game sends you down, at certain points (your movement is on rails, hence the name) and the goal is just to shoot whatever the game throws at you, which it always does in pre-determined patterns. Mad Dog McCree, Virtua Cop, House of the Dead are the big guns in that sub-genre. And yes, the FPS genre has its own sub-genres now, there's at least "realistic first-person shooters" that try to keep things grounded in reality with realistic physics and weapons and such, and also "team-based multiplayer FPS" like CS:GO, TF2 and Overwatch.
What you're trying to do is lump lots of games into the FPS genre that have no purpose being there, just because the genre has a couple of terms and definitions that apply to whatever game you're thinking of. It's not a catch-all genre where you throw in every game with a first-person perspective. And also, the definitions of genres can and will change with time. Every single adventure game up and until the late 1980s (possibly even a little bit beyond that) was classified as an "Adventure Game" until people saw a need to do a split: "Graphical Adventure" and "Text-based Adventure", or until the better term "Interactive Fiction" was coined. Yet there are still people that refer to classical point 'n' click games as simply "Adventure Games", even though the big irony is that the genre is named after the old 1970s game Adventure, which itself is a text-based game. Those people are not wrong, but they're not exactly right either. And that's where you are.
I don't think anyone has drawn up a tree of gaming genres yet, mainly because it would get Escher-esque far too quickly and probably drive people mad. But that doesn't mean that it isn't there.
As I see now, I'd say that the 6Dof is a new branch in that tree that came from the shooters subgenre of the action genre. I'd call it a sister of FPS rather than child
To play against other humans, not to spoil the single player mode abusing the AI. It's nothing far from cheating. Then some retards complain about old shooters not being as challenging as they expected.Mouselook was invented in that very era, you fucking sperg.
To play against other humans, not to spoil the single player mode abusing the AI. It's nothing far from cheating. Then some retards complain about old shooters not being as challenging as they expected.Mouselook was invented in that very era, you fucking sperg.
Is Wolfenstein 3D supposed to be played with mouse too? Where's the limit?
What about M&M6, is it acceptable to play it with mouselook? Has the Codex developed such tolerance for self inflicted decline?
[1] said:TIP: When you're comfortable playing the game, try using the
keyboard and the mouse simultaneously. The mouse provides
fine control for aiming your weapon (allowing you to
smoothly rotate right and left) while the keyboard permits
you to activate the many useful functions of the game.
NSFW: A visual history of Shelly "Bombshell" Harrison
As many of you know, Bombshell is not a new character.
She was originally concieved back in the mid '90s, before the development of Duke Nukem Forever began. Back then, she started her journey towards a character as fan fiction in the Command & Conquer universe.
Not quickly thereafter, she developed into a new character for Duke Nukem Forever, but never made it into the final game.
Originally, she was going to be based off Pamela Anderson, from the movie "Barb Wire". A counterpart to Duke Nukem, with a heavy emphasis on her attitude towards Duke.
1997
The first concepts of Shelly were drawn in 1997, and had a heavy emphasis on sexualization, which was not uncomon the mid-nineties, although a bit embarrasing looking back with 2018 glasses;
1998
In 1998 Bombshell was re-drawn again, this time by Dan Panosian. The design was slightly more stylized, but still with a heavy emphasis on sexualization.
1999 - 2001
In 1999 - 2001, she got another range of designs by Paul Richards, with some having a closer resembelance to the current version of Shelly. For instance, in one instance she had a bionic arm, while in another she was a bomb defusal expert. This was still the late '90s, with an over-the-top emphasis on sexualization (How far we've come!).
2000
Paul Richards also did a few colorized version of his Bombshell artwork in 2000:
2003
In 2003 we hired the legendary artist Feng Zhu to design a new interpretation of Bombshell.
This iteration was way less sexualized, with a more tactical look:
2009
2009 marked the final appearance of Bombshell in a game related to Duke Nukem. At this point she was still meant to be included in Duke Nukem Forever, but was shortly scrapped afterwards.
In this interation, Bombshell, was simply an EDF Soldier:
2015
2015 marked the year of the return of Bombshell - This time in her very first appearance in a game.
In terms of her design, we had decided to take her in a completely new direction. We wanted to scrap the emphasis on sexualization, and instead create something brand new. We kept some old ideas, like her bionic arm, and her background as a bomb defusal expert:
2018
And here we are!
In 2018, Bombshell returned to her FPS roots, starring in her very own First Person Shooter - Ion Maiden. As a prequel to Bombshell, before she lost her arm in the Washington Incident, we wanted to focus more on a different set or armor for the character. At this point, Bombshell is still working for the GDF, which we wanted to emphasize in her new look:
Someone asked a question in the comments, and 3DR Founder Scott Miller gave this reply:
>>> Any information on the standalone Bombshell game 3D Realms was working on in the 90s? <<<
Sure. We had a small internal team, lead by engine coder, Billy Zelsnack and his brother, Jason, who were working on a fully 3D game in 1997, starring a female hero. It was going to be a war game, and your female character was a bit of a female Rambo. The two Zelsnack's had the idea of calling the game Bitch, and I put thought into coming up with a better name.
A month or two later, while watching the film, Barbwire, the ending credits had a generic "bombshell" character, and it immediately clicked that Bombshell could be a very cool name for the game, in place of Bitch.
The Zelsnack brothers left 3D Realms soon after, though, to start their own studio, and that's when I convinced my partner George that Bombshell should have a role in Duke Nukem Forever, with the idea of establishing her in that game, then giving her a spin-off game of her own.
The two Zelsnack's had the idea of calling the game Bitch