Westerners have serious problems working form towards ideas. Most Western games are an existing form and an unconnected scenario/premise layered on top.
To bring it back to the thread topic, I suppose you have described exactly the problem with the retro shooters (or whatever people want me to call them since I'm catching flak for saying "boomer shooters"). They go from a starting point of "let's make something that echoes Doom/Quake" and then just slap any old shit together for the visuals, audio (always awful fucking metal) and premise, and then call it a day, and even when the gameplay is reasonably strong, it all feels hollow and pointless.
"Cargo Cult" I believe is the term that captures all of this. Easier to say and repeat than talking about false or mistaken creative genealogies being
repeated, creating retarded new simulacra-genres.
It'd be interesting to think about how FPS games from Wolfenstein 3D up until around the first Call of Duty differ from each other, when devs were often not setting out to make "an FPS game" but instead selecting first-person with real-time as the best medium available. Doom, System Shock, Dark Forces, Hexen (and Hexen 2), Quake, Half-Life, Halo (there, I'm throwing you a bone
), and debatably Call of Duty itself all feel like they started out with a strong idea and then decided that a first-person real-time perspective would be the best mode of gameplay to support it, rather than the inverse. I also like 1999's Wheel of Time which very much feels like it could have been a Diablo-style ARPG but the devs instead went with the rather unusual first person route, with mostly good results.
Call of Duty of course was a movie game. Specifically Saving Private Ryan and Enemy At the Gates if I have my timeline right. Medal of Honour also taking cues mostly from Private Ryan I believe. Those games don't bind you to gravity and roughly humanoid movement speeds not because they're afraid alienating casuals, but because that wouldn't feel enough like WW2. Existing standards of hardcore "fps" would have felt weird. They had to be tuned for purpose. But at the same time WW2 is tuned for purpose, both of the game and the rule of cool. In WW2 how many soldiers had 500 kills to their name? Probably not a lot. But you will because we're trying to make this exciting.
Also I think it may be written somewhere (maybe the manual), but even if it's not it's obvious that the inspiration behind Myth to some extent is the film
Braveheart. Myth has giant Scottish guys, and Age of Empires 2 opens with William Wallace. Similar phenomena to all of this took place within and basically killed strategy games. They were made to be war movie experiences and then compfags BAWWWWed the internet into submission crying about how everything that isn't the niche type of thing they memorised and grinded skills in is gay and unworthy. Now the only strategy games that exist are ugly retarded starcraft or company of heroes clones.
Forms like the basic "fps" of Wolfenstein, the "rts" standard of
base and
resources, these were circumstantial
good enough approaches for realising specific ideas and experiences which got sanctified for mostly not
good reasons. Ease of replication is two-sided, ability to build tradition and expectations as a form is repeated can be good, but mostly this stuff just
stuck because marketers gave it a name and then the logocentric slave-masses associated arbitrary words and concepts with
what it's supposed to be. "I like the
rts game. The
rts is when there's
base and
resources. What is this
Myth thing? Why is there no base? Am I being raped? Oh wait, marketers have a term for this. They're doing a very specific thing called
real time tactics. Thank you Mandalore that makes perfect sense I get it now. You have assured me they are still building according to a set of rote mechanical rules so I will stop crying and shitting myself now."
Solidification of form has been a disaster in virtually every case. Westerners are too retarded and too easily enslaved by language.
Have I raised the subject in this thread of how the Japanese
don't make fps in this thread yet? A lot of people think it's because their squinty yellow slant eyes can't handle it, they get headaches and explode if they look at Quake. That's actually not true. The answer really is that they simply never cared to. Now that more of them have PCs and a lot of games exist more of them can post about it online, they play a few popular current running ones, but this hasn't led to any major wave of enthusiasm. They haven't
realised what they were missing out on. It remains a niche interest there, I believe for a simple reason.
How many good ideas is the form actually good for?
The only notable project being made in Japan right now that resembles a "first person shooter" is Doekuramori's
Citadel project. A quick look at
his twitter (trigger warning: shotacon (based)) will yell you a few things about him. For one, his bio is a description of the game.
"Developing Outlaws & Marathon-like FPS / Gun simulator hybrid -Beyond Citadel-". He retweets old western fps games (emphasis on OLD) and is clearly familiar with the history and creative trajectory of them. And only appears interested up to a certain point. And only for certain elements. He likes "FPS" but his particular cited inspirations are 'Outlaws', an old LucasArts game with relatively intricate and high-effort multimedia presentation, and probably his favourite detail, mechanically novel and intricate depictions of old cowboy guns. They're treated sort of like machines you have to work rather than a seamless means of engaging with what's in front of you. You are not the gun, you are a man holding one.
And of course his other listed inspiration is Marathon. He likes dark science fiction visuals, he's inspired by the idea of "fps" as a mere platform for something that's actually interesting beyond the game of firing a gun and getting to the end. Outlaws inspired how to make guns feel. Marathon inspired how to present everything else. But there's also a third more important influence he doesn't name. It makes it harder to explain what the game is at a glance. He's very obviously taking aesthetic cues primarily from the Sega Saturn Dungeon Crawler 'Baroque'.
Cry all you want, but dungeon crawlers are first person action games. The Japanese
mostly evolved away from making these things, deciding that there were better ways to make the point in most cases. Dark Souls' grandfather was a dungeon crawler with real time
combat. It was pretty fun. Slow, moody game.
The Citadel could probably more accurately be described as an arthouse Dungeon Crawler that implemented guns than a "boomer shooter" which has "bruh crazy ahhhhh schizo japanese shit" (The 4mex party line).
Again we have a very distinct creative continuity. 'The Citadel' and 'Beyond Citadel' are interesting because they are less "fps" and more like a new branch of dungeon crawler which is borrowing certain (mostly discarded) elements of "fps". It's a dungeon crawler in which you can go fast and fire guns. But that's as far as the 'boomer shooter' resemblance goes and is incidental. The spread of guns appears mostly determined by what he wants to make. Their distribution throughout the game does not follow a power scale, does not regard
balance, they're in the game because they're cool. You get a weak smg after a strong assault rifle because he wanted to make another gun and why should they be distributed scaling by power? They're in the game because Doekuramori is Japanese. His relationship with guns is that of an object fetishist. They aren't cool until they're elaborate machines which we're simulating the handling of. It's not about
shooting, it's about
handling guns.
'The Citadel' has more involved gun handling mechanics than 'boomer shooters', but not by too much. The care is there, but only so much realised detail. 'Beyond Citadel' probably has more potential ways to interact with your gun than Escape From Tarkov. Do you need 90% of these to beat the game? Probably not. But the guns are as much the stars of the game the barely clothed anime girl handling them. Western "fps" tend to have guns which are childishly simple in their mechanical realisation because they are only incidentally about guns for the most part. The appeal to most people was being a weightless shooting turret and pointing and clicking at things. So many years after Doom the average highly played "fps" has evolved into a cartoonish game of online laser-tag with vestigial things on screen that look like guns (sometimes, in overwatch they're holding giant toys).
The other thing you'll notice if you look at Doekuramori's twitter, look at his media tab if you dare. All of those drawings of characters from the game are his own. He's a true multimedia artist. These are official. They're actually bonus collectibles in 'Beyond Citadel'. Even the shota pornography (based). The man has
many interests, and is capable and willing to present them to you in
many ways. This is all an elaborate way for me to reaffirm that the source of interesting innovations in "fps" and anything else is in personal whim and will. While adherence to form leads to stagnation and death. Retards call his games 'boomer shooters'. That's the subreddit where I find their posts about it. But there will never be an intentional "boomer shooter" as interesting as this game. It is impossible to produce the novel innovations of this game by attempting to make a "boomer shooter". The form has to follow or be bent to will.
Few will understand...
It'd also be interesting to see the games that worse devs seized the opportunity to make "clones" of without really understanding what made those games good - Half-Life is often credited with killing the genre by spawning many clones but I can almost never actually think of any games that really feel like Half-Life clones (Red Faction is probably the closest), possibly because other developers were smart enough to realise that despite its relative simplicity there's a bit too much going on in Half-Life to make it an easily-repeatable formula. Call of Duty (especially CoD2) meanwhile offered an absolutely perfect formula for worse devs to just use over and over.
It'd actually be quite nice if it were easy to ripoff good complex things. Everyone was allegedly trying to make Halo, but nobody got it. Only I'd say even Call of Duty was never even copied too successfully. The 2000s is a retrospect graveyard of failed "fps" titles. The big ones were Call of Duty and Battlefield, which always had their own agendas. Nobody really successfully butted into that. I don't even think there was a single successful rip-off. Was there? I can't think of one.
Jesus. How long is this thing?
It goes on absolutely forever, like realistically could be 25 hours or more. It drags like few other games. It's even funnier because all the enjoyment is concentrated into the first few hours. I kind of like it though but if you play it you'll see it actually is in essence just a pretty screensaver, especially if you have the expansion installed which adds tons of overpowered shit to the loot tables and scatters it through the base game.
I'll pass. Maybe if I got it when it was new I'd have had a fun time.