First Person Shooter theory
Posted: Wed Jan 05, 2011 3:27 pm
I think that the difference between a bad shooter and a good one is based only on level design, including enemy placement, and weapon design. Unlike other games, they are simple by design and small improvements matter a lot.
For example a very common pitfall of many FPS is the sniper rifle. Any weapon capable of killing in one shot limited only by skill is liable to dominate the game and turn the game into a Counter-Strike clone, based on not being seen or heard.
Something I also discovered very recently is the importance of verticality to keep a game interesting, specially when different classes or weapons are involved. Sniping involves more than just hitting strafing opponents, explosives must rely more on splash instead of just bouncing the enemy in the air and shotguns and other short-ranged weapons become more useful. It also allows ambushing without excessive cover or attack routes that dillute the experience and flow of the map.
Valve just recently noticed the importance of verticality in Team Fortress 2. Of the original maps the best ones were those where height advantage was directly related to the objective (Gravelpit, Badlands, Granary), in order to capture the point you needed it. All the newer maps are much more vertical, spanning several stories and the amount of strategies availble is higher than in the flatter maps.
So, what do you think?
For example a very common pitfall of many FPS is the sniper rifle. Any weapon capable of killing in one shot limited only by skill is liable to dominate the game and turn the game into a Counter-Strike clone, based on not being seen or heard.
Something I also discovered very recently is the importance of verticality to keep a game interesting, specially when different classes or weapons are involved. Sniping involves more than just hitting strafing opponents, explosives must rely more on splash instead of just bouncing the enemy in the air and shotguns and other short-ranged weapons become more useful. It also allows ambushing without excessive cover or attack routes that dillute the experience and flow of the map.
Valve just recently noticed the importance of verticality in Team Fortress 2. Of the original maps the best ones were those where height advantage was directly related to the objective (Gravelpit, Badlands, Granary), in order to capture the point you needed it. All the newer maps are much more vertical, spanning several stories and the amount of strategies availble is higher than in the flatter maps.
So, what do you think?