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Anime The mistake a lot of modern boomer shooters make

Ash

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I disagree. I'd much rather play a modern boomer shooter or the original Doom than the post-Counter Strike popularly era of shooters like Battlefield and Call of Duty. In fact, I pretty much quit playing first person shooters during that time. Dear lord, that was a dark period for gaming.

You made the right call. I was only a kid at the height of gaming incline (late 90s), hadn't quite solidified sensible standards or became a jaded fuck yet, and off the back of that glory played the vast majority of 2000s era shooters, (though avoiding a lot of the shitty military shooters at least). So much godawful trash. Dark times indeed.
 

Morpheus Kitami

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No you do not. You just need a baseline premise to establish motive, theme and tone, that's it. Just like Doom and most of the classics. Almost every single FPS with a story notably more involved than that is utter shit.

Unreal, Half-Life, Stalker, Ashes Afterglow, maybe RTCW are notable games that tried, and even then these games are rather reserved on story content - gameplay (and everything else) remains the focus. Otherwise it's all shit.
Are you deliberately being obtuse or is this your natural state? Even quoting that line out of context doesn't make your response reasonable. Whether story is shit or not is irrelevant, my point was that putting in a story takes effort, more effort than just making maps. For instance, modding Doom to have a new set of levels is easy; Modding Strife to have a new story is not.
 

Saint_Proverbius

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I'm still straining to think of any definition of FPS that manages to leave Strife, System Shock, and Deus Ex out
That's because they're Immersive Sims. Kind of like Ultima Underworld is.

Does it have a first person camera for gameplay? Yes.
Does it have projectile weapons? Yes

First person shooter confirmed.

Here's five of Hell Swarm's favorite first person shooters:









 

Lemming42

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That's because they're Immersive Sims. Kind of like Ultima Underworld is.
I think you misread, I'm struggling to think of any definition of FPS that doesn't include those games, especially if it does include the likes of Metro or STALKER or most of Far Cry - which it must, since they're all obviously FPS games. There's no criteria for "FPS" that covers Doom and STALKER but doesn't also include System Shock.

Also never heard anyone call Strife an imsim before.
 

Ash

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No you do not. You just need a baseline premise to establish motive, theme and tone, that's it. Just like Doom and most of the classics. Almost every single FPS with a story notably more involved than that is utter shit.

Unreal, Half-Life, Stalker, Ashes Afterglow, maybe RTCW are notable games that tried, and even then these games are rather reserved on story content - gameplay (and everything else) remains the focus. Otherwise it's all shit.
Are you deliberately being obtuse or is this your natural state? Even quoting that line out of context doesn't make your response reasonable. Whether story is shit or not is irrelevant, my point was that putting in a story takes effort, more effort than just making maps. For instance, modding Doom to have a new set of levels is easy; Modding Strife to have a new story is not.
You're right, I misread. Just woke up, my bad. Carry on.
 

NecroLord

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Immersive Sims.
This term gets thrown around a lot these days mostly by journos who have no idea what it actually means and most likely don't play games.
But yeah, Deus Ex is a legendary combination of multiple genres that works seamlessly.
System Shock 1 and 2 also.
Although System Shock does not have the same RPG elements of its sequel.
 

Lyric Suite

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With Descent I think the ambiguity literally does just come down to the fact that you're supposed to be piloting a vehicle, which makes people's minds go to flight-sims. If it looked and played exactly the same

I wouldn't say so. I think the game played very much like an FPS.

I think it's a combination of shooting, how it's tied to the camera and the freedom to move around like you want that defines what a shooter is. A flight sim is fairly restricted by comparison.

Also, i think the first person view is what invited naturalism in the genre. It sort of asked for it by it's very nature.
 

Saint_Proverbius

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This term gets thrown around a lot these days mostly by journos who have no idea what it actually means and most likely don't play games.
I'd never heard it until I watched a review of EYE: Divine Cybermancy(which is a fucking awesome game, BTW), but there are certain games that just seem to fit it because they fall outside the definition of other genres. They're close, but just not. Thief, for example, even though it doesn't have any of the RPG elements that other titles seem to have, it does have a lot of the hallmarks of "Immersive Sim", like the use of the environment or interactivity with the environment, the approach to the solution of a problem is largely in the hands of the player, spontaneous events through circumstances, and so on.
 

Ash

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At this point in my book "Immersive Sim" is First Person games made by Looking Glass and immediate offshoots (Deus Ex, Arx Fatalis) in their wake only. Anything after that that is often claimed to be Immersive Sim (e.g Bioshock, EYE, Stalker) is far too divorced from those standards and principles, and many games aim for similar things to varying degrees (e.g immersion, gameplay freedom) that there is significant design overlap absolutely everywhere all over the industry. Not to mention Immersive Sim is such a non-descript label and absolutely anything is labelled as such these days. It made SOME sense in the 1994 when it was first coined (by doug Church while working on System Shock 1), but these days not at all. Even then it wasn't appropriate when those games do many, many things, are about gameplay at their core more so than they are immersion or simulation*, it's just misleading. The style of design does need a unique tag to identify it, but nothing would really do it justice as the end of the day. Complex, unique, GOD-TIER games. "Immersive Sim" has stuck and so it will have to stay.

*evident by the fact that traditional gameplay balance, convenience, challenge, overall entertainment value etc often override immersive or simulationist details in the design. It's still a game at its core, not a simulation. It has realism detailing and simulation elements mixed in, often in service to traditional gameplay convention, to take the game even further. And that's what makes them the best there will ever be.
 
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Kabas

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Is there a generic boomer shooter thread?

Other wise, this just came out and reminds me a lot of unreal in it's art design.

VirviusFNksyIEPus.png

After completing two demo levels i have absolutely nothing to say about this game other than it made me think of Lego Rock Riders for some reason.
 
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Wasteland 2
Is there a generic boomer shooter thread?

Other wise, this just came out and reminds me a lot of unreal in it's art design.

Where do you see Unreal here ? It's a Quake 1 ripoff, level design included, you can immediately recognize Quake 1 levels that are being ripped off just from a single glance at some screenshots.

It looks like a Quake remake made by an artist known as Prosper.
 

Lemming42

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Since Tom Hall was brought up earlier I've been thinking about him. Just looking at the overall decline in quality between Doom and Doom 2 makes me wonder exactly how much influence he had over Doom, and to what extent Doom 2 suffered from his absence. I know you can see who's credited with each map but I'm reading up on Hall's levels for the Doom alpha and it looks like the game's development was a lot more convoluted than it first appears, with Romero/Petersen/Hall all contributing to different maps at different times.

Obviously you can chalk a lot of Doom 2's problems up to Petersen being rushed to the point of mania but still, the more I read, the more I get the impression that a lot of Doom 1's best qualities were down to Hall, and his lack of participation in Doom 2 is part of why it feels so disjointed and aimless in comparison.

I wonder what it'd have been like if he'd gotten to do half the shit he wanted - he was already looking into an inventory system and Hexen-style puzzles instead of Wolf3D-style keys (eg using a severed hand to open a locked door).
 

Hell Swarm

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Is there a generic boomer shooter thread?

Other wise, this just came out and reminds me a lot of unreal in it's art design.

Where do you see Unreal here ? It's a Quake 1 ripoff, level design included, you can immediately recognize Quake 1 levels that are being ripped off just from a single glance at some screenshots.

It looks like a Quake remake made by an artist known as Prosper.

Quake has a specific look. Unreal's dark areas use a totally different lighting style and colour pallet. This leans Unreal to me.
Obviously you can chalk a lot of Doom 2's problems up to Petersen being rushed to the point of mania but still, the more I read, the more I get the impression that a lot of Doom 1's best qualities were down to Hall, and his lack of participation in Doom 2 is part of why it feels so disjointed and aimless in comparison.
By Doom 2 ID weren't really on good terms with each other. Romero wanted to play rock star and attention whore and he was supposed to be the boss. So you end up with a lot of issues in Doom 2 because the team isn't focused on making a good game any more. They have their own objectives and not all of them are game design related.
 

9ted6

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Indeed.
I think that, first and foremost, they are trying to recapture some of the glory of the old days, not taking the plot or setting, I should say, seriously. They are paying homage to those old classics they take inspiration from, that's it...
Level design is also an issue.
Some are pretty decent, but I don't see myself really playing those games. They lack that staying quality and the replayability of, say, games like Doom, Unreal, Quake, Half-Life, Blood, Shadow Warrior, etc. Those are games I can always fire up and know that I'm gonna have a fun time replaying.
And then there's Quake II which had a very clear plot and setting too.
 

Saint_Proverbius

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At this point in my book "Immersive Sim" is First Person games made by Looking Glass and immediate offshoots (Deus Ex, Arx Fatalis) in their wake only. Anything after that that is often claimed to be Immersive Sim (e.g Bioshock, EYE, Stalker) is far too divorced from those standards and principles, and many games aim for similar things to varying degrees (e.g immersion, gameplay freedom) that there is significant design overlap absolutely everywhere all over the industry.
Dark Messiah of Might & Magic falls pretty close to that tree. There's also Shadows of Doubt which might be fairly close to those ideas.



It made SOME sense in the 1994 when it was first coined (by doug Church while working on System Shock 1)
This is one of the reason I kept bringing up Ultima Underworld in this thread when people mentioned System Shock being a reaction to Doom. Look at the names of the big players involved in Ultima Underworld, then look at the ones involved in System Shock. They're largely the same people.
Since Tom Hall was brought up earlier I've been thinking about him. Just looking at the overall decline in quality between Doom and Doom 2 makes me wonder exactly how much influence he had over Doom, and to what extent Doom 2 suffered from his absence.
You might find this list interesting:

https://soulsphere.org/mirrors/www.rome.ro/lee_killough/history/designer.shtml

Peterson, if this list is actually correct, was a workhorse on both titles. It's neat to see Tim Willits pop up in there. The Raven maps were a favorite of me and my friends back in the day when we'd get together for Doom co-op. I don't know if you've checked them out, but Sigil and Sigil 2, two series done by Romero to celebrate Doom's 20th and 25th anniversaries are pretty damned good.

https://romero.com/sigil
 

n0denz

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What are your all's takes on making throwback doom clones? Even with WADs, I think mouselook ruins things. I can't really put into words what makes Doom work, but the limitations in 3D environments work in its favor. If you take the same relative format and put it into a true 3D space, it suddenly gets boring - which is why I was never able to get into Serious Sam or Painkiller.
 

Saint_Proverbius

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What are your all's takes on making throwback doom clones? Even with WADs, I think mouselook ruins things. I can't really put into words what makes Doom work, but the limitations in 3D environments work in its favor.
I use mouselook, but I also use the Voxel Doom mods. If you're looking for a whole bunch of decently quality wad files, check out Doomer Board Project some time. They released 62 community made WAD packs, most of which are pretty decent.

https://doomer.boards.net/page/dbp
 

Hell Swarm

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What are your all's takes on making throwback doom clones? Even with WADs, I think mouselook ruins things. I can't really put into words what makes Doom work, but the limitations in 3D environments work in its favor. If you take the same relative format and put it into a true 3D space, it suddenly gets boring - which is why I was never able to get into Serious Sam or Painkiller.
Make it fun.
Don't make it not fun.
 

Ash

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At this point in my book "Immersive Sim" is First Person games made by Looking Glass and immediate offshoots (Deus Ex, Arx Fatalis) in their wake only. Anything after that that is often claimed to be Immersive Sim (e.g Bioshock, EYE, Stalker) is far too divorced from those standards and principles, and many games aim for similar things to varying degrees (e.g immersion, gameplay freedom) that there is significant design overlap absolutely everywhere all over the industry.
Dark Messiah of Might & Magic falls pretty close to that tree.
Yeah...but it's merely good for what it is, so who cares. Same with Prey 2017. Same with Dishonored. Generally Arkane's post-Arx games follow the core rules, but not the spirit (they're all kind of dumb and lacking, even as more action-oriented games they're just not great). Not that Arkane can be blamed. Arx Fatalis didn't sell well at all, game journos shat on it (absolute idiots), and I bet everyone and their mother was telling and pushing Rapheal down the path of selling out including ex-LGS employees...who also all sold out. Little room for incline in the game industry post-2000. Can they also be blamed when LGS struggled the entire time in the 90s while PC gamers sucked off Half-Life, constant graphics whoring, obsessed with shitty Diablo and so forth?
 
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Lyric Suite

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Is there a generic boomer shooter thread?

Other wise, this just came out and reminds me a lot of unreal in it's art design.

Where do you see Unreal here ? It's a Quake 1 ripoff, level design included, you can immediately recognize Quake 1 levels that are being ripped off just from a single glance at some screenshots.

It looks like a Quake remake made by an artist known as Prosper.

Quake has a specific look. Unreal's dark areas use a totally different lighting style and colour pallet. This leans Unreal to me


Bro it looks exactly like Quake except it's shittier.
 

Kabas

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What are your all's takes on making throwback doom clones? Even with WADs, I think mouselook ruins things. I can't really put into words what makes Doom work, but the limitations in 3D environments work in its favor. If you take the same relative format and put it into a true 3D space, it suddenly gets boring - which is why I was never able to get into Serious Sam or Painkiller.
Don't actually mind the mouselook but generally prefer turning it off when i am not using gameplay mods.
If your talking about making a commercial throwback Doom clone then i don't see the point if it's a 1 to 1 copy of Doom. There is way too many gameplay mods and Doom WADs available absolutely for free.
 

Ash

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lol imagine thinking Doom is the same thing as Serious Sam and Painkiller, just without mouselook. If you want to see how Doom style 3D shooters evolved and iterated, you absolutely do not look to those games, but the likes of the Build Engine trio, Unreal, Quake first and foremost, as well as about maybe 100 other games before freaking Painkiller and Serious Sam. No shit, almost every style of game becomes pretty bland if you trivialize genuine level design and just plop the player in a massive empty open space for endless waves of popamole. It has almost nothing to do with early 90s 3D limitations vs late 90s.

I can't really put into words what makes Doom work

It's becoming increasingly evident you cannot for any game!

PER: 0
INT: 0
WIS: 0
 
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Lemming42

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How about shooting being the single most important thing in the game? Wow, that was easy.
First person shooting is the focus of System Shock and Strife, though. I've never seen people argue Strife isn't an FPS before.

There's a ton of FPS games in which the player will probably spend more time sneaking, exploring or interacting with NPCs than shooting - Metro, Postal 2, most Far Cry games, STALKER. Wikipedia even considers the likes of Dishonored, Deus Ex, Mirror's Edge, and Fallout 3/NV to be FPS games too, all of which arguably don't make shooting the focus
 

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