Ideas for FPS games

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Re: Ideas for FPS games

Post by weemadando »

A personal choice, but I'd like to see a much more refined OFP combined with some of the ideas from Soldner: Secret Wars (which sucked, but...).

Effectively a more realistic version of Mercenaries (so, in fact nothing like Mercenaries) - running a PMC in a warzone for profit. Combine it with the R6/Battlezone thing (jump to whatever guy you want to control at a given time) and that's a game I'd play.

Now, someone just needs to drop the 250mil on developing it.
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Re: Ideas for FPS games

Post by Karza »

Stark wrote: Multiplayer shooters have a lot of 'drop in, drop out' appeal that is lacking in most SP shooters, and in a decent campaign framework you could have a changing story and all the 'team management' silliness. Call it 'World in Crysis' and have it be able superpowered guys killing terrorists or aliens all over the world in short tactical phases. Silent Storm with a Crosshair. UFO: Ironsights Unknown.
That's pretty much spot on the game I've been hoping for, maybe minus the superpowers, but I digress. The current trend of linear-as-a-railway piperunning got stale a good while ago. Each level being a sort of a mini-sandbox with SS-style destructible environments and whatnot, where the player gets to decide how he wants to go about accomplishing his goals would be a real breath of fresh air.
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Re: Ideas for FPS games

Post by wautd »

Karza wrote:
Stark wrote: Multiplayer shooters have a lot of 'drop in, drop out' appeal that is lacking in most SP shooters, and in a decent campaign framework you could have a changing story and all the 'team management' silliness. Call it 'World in Crysis' and have it be able superpowered guys killing terrorists or aliens all over the world in short tactical phases. Silent Storm with a Crosshair. UFO: Ironsights Unknown.
That's pretty much spot on the game I've been hoping for, maybe minus the superpowers, but I digress. The current trend of linear-as-a-railway piperunning got stale a good while ago. Each level being a sort of a mini-sandbox with SS-style destructible environments and whatnot, where the player gets to decide how he wants to go about accomplishing his goals would be a real breath of fresh air.

You mean something like a Jagged Alliance-esque FPS? I'd pay for it
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Re: Ideas for FPS games

Post by The Yosemite Bear »

how about an equipment option to include a personal object attraction/repulsion field. yes zero gee for jumping, walk on walls or cielings....

oh and let physics make you it's bitch when you collide or the power runs out.
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Re: Ideas for FPS games

Post by Uraniun235 »

I want to mow down a bunch of motherfuckers with absurdly large weapons and relative impunity - preferably in and around a skyscraper. Then I want to fight a grim battle against the unlikely duo of the Terminator and Robocop.

The last level should involve (but not be limited to) multiple robo-Hitlers and a gorillasaurus rex.
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Re: Ideas for FPS games

Post by Stark »

The Yosemite Bear wrote:how about an equipment option to include a personal object attraction/repulsion field. yes zero gee for jumping, walk on walls or cielings....

oh and let physics make you it's bitch when you collide or the power runs out.
You may have heard of a game called Prey.
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Re: Ideas for FPS games

Post by MKSheppard »

As I was talking with stark over AIM, we did talk about various methodology to make games more realistic.

1.) NO fucking linear corridor shooters. You should be able to infiltrate the enemy base via multiple routes rather than being limited to just one route. Same for once within the base; you should have more than one way to get to the secret lab where the big gun prototype is.

3.) Semi-intelligent enemies. By this I mean, they respond like a real person would be. None of this lame shit where you can just walk onto the base on top of a pile of corpses; or kill guards with no repercussions.

NOTE: this does not mean lame instant-fail stealth missions. What I mean is that the game becomes progressively harder the more people you kill, or if you're very sloppy.

Case in point; you encounter a lone guard and kill them for their clothes. You had better hide the corpse, and do what you came to do fast; because eventually, someone is going to call the guard, and when he doesn't respond, a search party will be sent out for him, and the alert level goes up a notch.

Loud noises like gunfire, etc will cause everyone on the base to go crazy, for example; you'll see floodlights flick on, guards pouring out of barracks, doubling of guards and shorter intervals between patrols; as well as limited lockdowns; e.g. several doors which previously anyone could open, are now electronically locked and you need at least a level x cardkey to open.

And this alert level will not go down in five minutes. Oh no. They're paranoid; and won't go back to relaxed posture for at least an hour or so. If they find a dead body, it gets kicked up another notch; and they won't go back down to relaxed posture EVER.

If you wipe out a security team, then the alert posture goes up even more. As in "oh shit, we better call a rapid reaction force" which means more guards will arrive from another base, or the special forces team will be flown in by helo to deal with you. As a bonus, virtually all the interior doors lock, and can only be opened by calling the base security HQ and answering with the correct pass phrase.

Now, it should be possible to get the secret weapon from it's high security area, even if you go crazy and trip the place to DEFCON DELTA, just really hard, and requiring a lot of creative thinking, like using alternate passageways or creating your own by blowing down walls with explosives.

The sad thing is, this concept isn't that hard to implement with a rudimentary AI system; it's just that nobody wants to take the time to develop it.
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Re: Ideas for FPS games

Post by MKSheppard »

EDIT: from the old Hitman Blood Money Revisted thread:
Shep wrote:The big problem with Blood Money is if you decide to go all Rambo on them, there's no real effects

I can understand that in the South American druglord mission - you're probably miles and miles from any real serious police presence; and in any case a call would result in probably 3-4 cops showing up -- but if you start shooting people willy nilly in a major european or american city, the police would be swarming to the hotel. Even if you use a silenced weapon, when a body is found, the police are going to show up in heavy swarms and set up a crime scene.

It's just a bit jarring to kill everyone on the 7th floor with a M-4 with Beta Mags, then take the elevator down to the ground floor, and everyone's behaving normally...
CaptHawkeye wrote:The same can be said for both of the missions that occur in the deep south and the porno tycoon's mansion. No one expects an army of SWAT teams to show up to a River Boat or some dude's mansion back in the boonies the moment someone depresses that trigger. But I agree the police responce in places like Las Vegas was absurd. You'd think that after cleaning out a building, Agent 47 would be greeted by a platoon of SWAT and maybe even National Gaurd upon opening the elevator door.
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Re: Ideas for FPS games

Post by weemadando »

MKSheppard wrote:EDIT: from the old Hitman Blood Money Revisted thread:
Shep wrote:The big problem with Blood Money is if you decide to go all Rambo on them, there's no real effects

I can understand that in the South American druglord mission - you're probably miles and miles from any real serious police presence; and in any case a call would result in probably 3-4 cops showing up -- but if you start shooting people willy nilly in a major european or american city, the police would be swarming to the hotel. Even if you use a silenced weapon, when a body is found, the police are going to show up in heavy swarms and set up a crime scene.

It's just a bit jarring to kill everyone on the 7th floor with a M-4 with Beta Mags, then take the elevator down to the ground floor, and everyone's behaving normally...
CaptHawkeye wrote:The same can be said for both of the missions that occur in the deep south and the porno tycoon's mansion. No one expects an army of SWAT teams to show up to a River Boat or some dude's mansion back in the boonies the moment someone depresses that trigger. But I agree the police responce in places like Las Vegas was absurd. You'd think that after cleaning out a building, Agent 47 would be greeted by a platoon of SWAT and maybe even National Gaurd upon opening the elevator door.
I recall discussing this issue with you at the time. When there was a shooting incident in the Melbourne CBD last year the entire CBD went into lockdown (buildings sealed, stations closed, police roadblocks and SOG clearing the city) until such a time as it was clear that the shooter had immediately scarpered and was long gone.

So, why is it that games can't represent this? Disappointingly, the one that has probably done it best was something like Assassin's Creed or GTA IV where you had to lose the tail and then keep your nose clean for a while. In fact, Midnight Club LA does it ever better - once the police pursuit goes cold (as in you get a few turns ahead of them - so they no longer know which turns you are taking) they are still calling in more units and keep searching the streets for a little longer, and if they get any reports of you, or if they even catch a fleeting glimpse of you, it's on again.

I would deeply love a game like the one detailed above, where if a mission goes pear-shaped, I can either choose to brute-force it with extreme risk (a covert action team v on-alert installation w/QRF and other backup) or to back off, let the objective slide and take the hit in they dynamic campaign.

Yes. That's right. I want a fucking dynamic campaign in my FPS.
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Re: Ideas for FPS games

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When I'd figured out how to use Half-Life's level editor, the first thing I did was make a room with a glass ceiling, divided by a button-operated door. One half of the room was full of aliens, the other half full of marines. I guess what I'd like more of in future games would be some in-fighting between AI-controlled groups, because that always fascinated me. Even with most games' shitty AI, it was always fun to watch. In the same vein as the posts above, it'd be nice to sneak into a hostage situation, rescue some dudes and then call in SWAT to help kill the remaining hostage-takers while you hide in a room or watch through security cameras.
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Re: Ideas for FPS games

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Companion Cube wrote:When I'd figured out how to use Half-Life's level editor, the first thing I did was make a room with a glass ceiling, divided by a button-operated door. One half of the room was full of aliens, the other half full of marines. I guess what I'd like more of in future games would be some in-fighting between AI-controlled groups, because that always fascinated me. Even with most games' shitty AI, it was always fun to watch. In the same vein as the posts above, it'd be nice to sneak into a hostage situation, rescue some dudes and then call in SWAT to help kill the remaining hostage-takers while you hide in a room or watch through security cameras.
While playing Quake 4 and using the in-game cheats I dropped in several marines during a firefight I simply could not do, and didn't have the patience for--it was one of those "small rooms where we start pumping in enemies that used to be bosses" and I just didn't care. So I threw in a bunch of AI spawned marines and was extremely suprised at how well they instantly recognized cover, threw in supporting fire, and generally performed quite admirably and enjoyably fun to watch. It's not hard, with a few basic AI elements and some good scripted maneuvers, to simulate competant team-mates. Just make them support you, follow BEHIND you, and aim well. That's all we want.
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Re: Ideas for FPS games

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Well shit, where to begin on my ideas for a good FPS shooter?

Here are basics I think that should be included in any modern shooter (note: if I reference some game that has what I call a 'new' feature that has been implemented in a previous game you're familiar with...I don't give a shit. I'm using my own examples):

-Customizable controls. I know, quite often this is standard, but occasionally this is a really nasty issue. I've dumped games practically five minutes after having tried them because they have default shit locked in. For example, Far Cry 2 is an awesome game, but they obviously didn't test out their key binding system that well and it can be annoying to say the least.

-Pretty much all key bindings should have a toggle option. I think this is important and very useful. If you like to tap your keys for actions, like going prone or bringing up your map, you can set that key as a toggle. If you prefer holding down a key for, say crouching or even firing your weapon, you can set it up as non toggle. By default most things will be non toggle, but you can set anything to toggle you wish.

-Assuming your typical human character, make him/her as realistically mobile and flexible as possible. For example, always include a prone option for both stealth and steadying a weapon. Don't be afraid to throw in combination movements either. If you're running, hit jump and then prone, use that as a way of throwing your character forward in a flying leap. This could be useful going out windows or diving for cover. Double tapping your strafe left or right keys makes you do a roll to said side, while maintaining your standing, crouching or even prone stance. Double tap backwards is a backwards roll, etc, etc. Ideally make this another dynamic system where players can setup their own key combinations for specifc actions, or even just disable them piecemeal or altogether if they prefer to stick to more traditional character movement. Also, if a player is prone, don't let them do a one eighty at the same speed they can while crouched or standing. The toggling option for any key bindings will of course help the possibilities for the player to easily get their character to perform useful feats of mobility.

-Don't make your human character a robot by holding a sniper rifle with perfect aim, or any weapon for that matter. Have some realistic unsteadiness to your aim that takes into account stamina, health condition, stance and weapon type (I noticed this in Far Cry 2...perfect aim, meh). Even better, make this a dynamic system whereas if you demostrate good/bad aiming skills, your steadiness will improve/degrade accordingly, but realistically (there you go, another side mission of target practice that is actually useful ingame and not just a gimmick). You could also make this a game option, whereas players not especially skilled could just disable it and get a default unsteadiness that never changes, traditional style.

-Far Cry 2's system of realistically moving in and out of vehicles, opening doors, etc. Adopt it and don't go back.

-World interaction; any object you can realistically pick up, you can pick up. I say go for broke. If you can move it, it should move, even if you need a damn truck to push it.

-Crysis's easy system of modifiable weapons, another thing that should be adopted.

-Open world exploration and sandbox play should start becoming a default feature in my opinion. No more artifical boundaries; Far Cry 2 handled this well in my opinion. And don't make the player conform to the missions, make the missions conform to the player.

-100% destructable terrain and objects. Get into technologies like Digital Molecular Matter. Every object in the game from the ground to the player's frigging guns should have thing like melting point, freezing point, defined mass, etc. The terrain itself should be deformable as well. If you want to make a huge crater, you could if you get enough explosives together or worked at it long enough. If you implement limitations, make them realistic. For example, if an bored player makes a crater too big, further damage merely fills it in a bit with landshifts from resulting instability.

-Never force the player to carry what they don't want or be unable to fill their entire carrying capacity, but stick to keeping load outs realistic. If a player just wants an AK-47 and load up on nothing but ammo for that, let them. How much ammunition or weaponry a character can carry is dictated solely by weight carrying capacity of their character and how much they are willing to compromise their mobility. Things like ammo belts and backpacks should be available.

-Melee should always be available; any weapon can be swung like a club. Any object should also function realistically and relatively as a weapon, similiar to Crysis. Make it more interesting too; include fists, knives and even feet along with several options of melee weapons. If a player wants, they can pick up a frigging stick and have that as their actual melee weapon, for whatever it's worth.

-Improve the AI. I've seen some good examples, and some bad examples. The only scripted part of AI should be when they do something like get in and out of a vehicle or clutch their arm/leg/ankle/whatever when shot or injured. I've programmed enough to know that making AI intelligent and realistic isn't too hard...the hard part is getting it's intelligence to 'talk' to the 3D enviroment engine that is designed for display and interaction for a human with a input controller.

-Include realistic gore, at least as an option. Blood and guts are not selling points for me, and I play fine without them. But if I shoot some guy in the knee with a shotgun, I'd like to see his leg come off. Or his arm, and I want for that effect to immediately change it's behavior. Like inability to walk, or use a two handed weapon. And get rid of the "guy dies if you shoot him six times in the foot". Make kill shots kill shots, and crippling shots crippling shots. The only time a character should die from non instantly lethal injuries is if they bleed out. Soldier of Fortune is a game where I liked the realistic dismemberment and gore feature.

-Quit with the unlimited ammunition in vehicles and on enemies. Every one of them should have a finite amount. If an enemy runs out, he'll try to go somewhere to reload, appeal to his buddies, or just try to run from the fight.

Well, that's all I can think of off hand, although I'm sure I have more ideas I just haven't recalled yet.
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Re: Ideas for FPS games

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-Assuming your typical human character, make him/her as realistically mobile and flexible as possible. For example, always include a prone option for both stealth and steadying a weapon. Don't be afraid to throw in combination movements either. If you're running, hit jump and then prone, use that as a way of throwing your character forward in a flying leap. This could be useful going out windows or diving for cover. Double tapping your strafe left or right keys makes you do a roll to said side, while maintaining your standing, crouching or even prone stance. Double tap backwards is a backwards roll, etc, etc. Ideally make this another dynamic system where players can setup their own key combinations for specifc actions, or even just disable them piecemeal or altogether if they prefer to stick to more traditional character movement. Also, if a player is prone, don't let them do a one eighty at the same speed they can while crouched or standing. The toggling option for any key bindings will of course help the possibilities for the player to easily get their character to perform useful feats of mobility.
Can I add another to this?

-ALLOW US TO GRAB AND CLIMB! This is very annoying in some games where the ledge is just by your head but you can't grab it because your jump isn't high enough. This feature was in Dystopia, so if some modders can do it, professional video game developers definitely can.

As for climbing, I should be able to be able to for at a 60 degree slope if I have to. Maybe with the help of a weapon or stick, maybe by putting my backpack on a harnass, maybe my reducing to all fours, but I should be. Perhaps certain terrains, like wet smooth rock or fine sand should be much harder to climb. But that should be obvious. This was especially annoying in Far Cry 2 during wild diamond hunts.
Well, that's all I can think of off hand, although I'm sure I have more ideas I just haven't recalled yet.
Well, unless game developers will work out from the same engine and base, most of your ideas will have to weighted. Don't get me wrong, there not much I could argue with them its just that not all of them as feasible.

For example realistic anatomy: any shot should be instant kill if it hits anywhere along the central nervous system (spine or head, obviously) and would cause blood to leak from anywhere else. Shooting mayor organs would also create effects, like shooting the heart causes 97% blood loss or shooting the liver (or the kidney?) will cause poisonous effect.
However, that would require VERY precise hitboxes, allot of computer power and I'm no programmer but I can pretty well imagine that this would be pretty darn complicated and buggy.

Same goes for deformable terrain and stuff like that. I would like to see them, but making these systems, implanting them, debugging them and running them for every different game might not be as easy.

I had a backlog of other ideas, but I sorta forgot about them mid-writing.
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Re: Ideas for FPS games

Post by Starglider »

Bubble Boy wrote:Well shit, where to begin on my ideas for a good FPS shooter?
All of your ideas are about making the game more realistic, not more fun. Some of them might be fun but that is incidental.

We are not talking about military training simulations. The goal should be to make the game more fun, and if that means more realistic then so be it.
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Re: Ideas for FPS games

Post by Singular Intellect »

Zixinus wrote:Can I add another to this?

-ALLOW US TO GRAB AND CLIMB! This is very annoying in some games where the ledge is just by your head but you can't grab it because your jump isn't high enough. This feature was in Dystopia, so if some modders can do it, professional video game developers definitely can.

As for climbing, I should be able to be able to for at a 60 degree slope if I have to. Maybe with the help of a weapon or stick, maybe by putting my backpack on a harnass, maybe my reducing to all fours, but I should be. Perhaps certain terrains, like wet smooth rock or fine sand should be much harder to climb. But that should be obvious. This was especially annoying in Far Cry 2 during wild diamond hunts.
Yup, this is an idea I've had before too. Climbing should be relatively easy to implement. All you need to do it make it a system where the player has to go to their hands, and utilize crouch and prone as a means of climbing steeper angles, within reason.
Well, that's all I can think of off hand, although I'm sure I have more ideas I just haven't recalled yet.
Well, unless game developers will work out from the same engine and base, most of your ideas will have to weighted. Don't get me wrong, there not much I could argue with them its just that not all of them as feasible.

For example realistic anatomy: any shot should be instant kill if it hits anywhere along the central nervous system (spine or head, obviously) and would cause blood to leak from anywhere else. Shooting mayor organs would also create effects, like shooting the heart causes 97% blood loss or shooting the liver (or the kidney?) will cause poisonous effect.
However, that would require VERY precise hitboxes, allot of computer power and I'm no programmer but I can pretty well imagine that this would be pretty darn complicated and buggy.
You're drastically over complicating what would really be a simple system. You only need hit detection for head, center mass, limbs and weapons. Heck, with today`s technology and processing power, one could easily start getting into detecting shots to the eyes affecting AI `visual` perception of it`s world.

After that it's merely a matter of balancing how the engine and AI handles it. A shot to the left arm renders that arm useless to the NPC, and it's AI is updated to only using one handed weapons with the other arm. You could even go so far as randomly determing if the AI is left handed or right handed, which affects it's aim with it's remaining arm. Hits to the head are instant kills, hits to center mass (accounting for armor) are instant or near instant kills, hits to arms/hands and legs/feet are crippling and eventually fatal dependent upon number of hits.

I'm a programmer myself, and aside from my inexperience with actual 3D engines, the variables and programming for such ideas is actually quite simple.
Same goes for deformable terrain and stuff like that. I would like to see them, but making these systems, implanting them, debugging them and running them for every different game might not be as easy.
All the technology and ideas I've listed are relatively old or established within games.

The key is to make the system as dynamic as possible in the first place, and after that, assuming no serious coding issues they work themselves out nicely and can give you spendid results.
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Re: Ideas for FPS games

Post by Singular Intellect »

Starglider wrote:
Bubble Boy wrote:Well shit, where to begin on my ideas for a good FPS shooter?
All of your ideas are about making the game more realistic, not more fun. Some of them might be fun but that is incidental.

We are not talking about military training simulations. The goal should be to make the game more fun, and if that means more realistic then so be it.
More realistic and dynamic play is my idea of a fun game.

Truth be told, pretty much all my suggestions were aimed at making an improved gaming engine, whereas stories are kind of secondary. I leave stories to story tellers. ;)

My reasoning being that with an sufficiently advanced engine, you can plug stories in quickly and easily.
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Re: Ideas for FPS games

Post by Sarevok »

What's more fun - rewatching same scripted enemies or recalling tales of nuking a capship in a space sim or the time you stopped an alien ground assault on your own. The latter examples are your exploits and each time you return from a "mission" you are filled with stories that touch you personally because you were there. It's more fun and realistic to to be the hero instead of taking a scripted theme park ride featuring key moments in heroes life. A little imagination and creativity can go lot longer than "hollywood quality" writing in games. So I am with Bubble Boy. Let there be a good backstory but gameplay itself should be unhindered by plot. No invincible allies or bad guys, no invisible force fields and no teleporting infinite spawning German soldiers :d
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Re: Ideas for FPS games

Post by Singular Intellect »

Sarevok wrote:I am with Bubble Boy. Let there be a good backstory but gameplay itself should be unhindered by plot. No invincible allies or bad guys, no invisible force fields and no teleporting infinite spawning German soldiers :d
Imagine if the creaters of a game actually made the missions completely dynamic, none of this player held back by plot, scene cuts or 'cheats' by AI to force certain outcomes.

If a player assassinates a boss bad guy before he gets to his boat for that 'epic boat chase sequence', don't punish the player for it. With a truely dynamic engine, an epic boat chase sequence would merely be an outcome of a particular set of circumstances, not something needed to move plot. Your boss NPC isn't scripted to specifically get into his boat, he gets into the nearest vehicle to attempt an escape whether it's a boat, car or just running. Your story maker/map maker could include things like 'NPC's goal is to escape in boat'. But this doesn't stop the player from destroying or disabling it beforehand. Doing so merely kicks in the AI to make another choice of vehicle, or even just try to fight it out.

Instead do things like a reward system; the faster a player takes out a target, the better you get paid or more improved reputation you get. If you blocked a rear door exit so the AI can't get out prior to your attack, then they simply can't get out and are forced to fight you (or depending on just how advanced you intent to make your AI, they'll blow a hole in a wall and try to escape that way in the dynamic enviroment, assuming they are equipped to do so).

This isn't complicated, all you need to do is give the AI the ability determine whether or not what it's trying to do is working. If it attempts to activate a door, and the door doesn't open, it will react accordingly. Put it this way, even if the door had a coding glitch, the AI would react to it as if it were locked. Your nice dynamic engine doesn't make one little problem (like a glitched door) a cascading error where it opening was necessary for anything else to unfold.

Your buddy got captured by some nasty NPCs and they're threatening to kill him? Whether he dies or not even the creators don't know, because it'll be dictated merely by whether you rescue him/her in time/properly. If they die, they die and you don't see them in future missions. There's your plot right there.

In my opinion, the best game is one where the designers say "Here is a awesome gaming engine where you can do practically anything...as for the story? Well, here's the backstory, but how the story unfolds afterwards is kind of up to you. We don't know will happen exactly, it's an open ended game. All we know is that the missions can become more complicated and harder depending upon your skill level, and how you play your character determines whether you're the good or bad guy."
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Laughing Mechanicus
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Re: Ideas for FPS games

Post by Laughing Mechanicus »

One improvement that I think many games, including shooters, can benefit from is taking a "realistic" feature and implementing it in an abstract way that fits in with the games design. A great example of this is the "cover" systems many games have started using, it wasn't so long ago that this would have been seen as something only hardcore military simulators should do - but it turns out all it needed was to be implemented in a way that was easy for the player to use and it instantly became not only popular, but a demanded feature in most shooters.

Similar "movement" features like this that I think we will see more and more FPS games are "free running/climbing" inspired features. The ability to automatically cross the kind of small obstacles that usually get in your way in FPS games (tiny picket fences, obstinate rocks etc...) would be really helpful in certain games. I was only just playing FarCry 2 and came to a point where I wanted to get to the top of a rocky hill, but it was just a tiny bit too steep to walk up - now in reality you would just sling your gun and claw your way up there on all fours. But there I was, Edward-Gun-Hands, looking up the slope helplessly. Why could I not simply use a "grab on" button to allow myself to slowly climb up the steep hill? If you want to make it more indepth than add a grip/stamina guage to limit how far you can climb.

There are other more technical aspects of using weapons that, again, I think can be improved upon in this manner. Common FPS weapons like grenade launchers require you to estimate the range to the target, in reality this is something soldiers are trained to do quickly - but it is much harder to do on a 2D image on a screen. Why not, then, add the ability to automatically estimate the range to a target? Once you have estimated the range - which simply requires you to keep still while looking at the same point for a few moments - then you automatically adjust the sights on the your grenade launcher so you can just aim directly at that area with iron-sights without needing to apply deflection. Combine this with some dreaded "cone-fire" inaccuracy when you use the grenade launcher without the iron-sights and this rewards the player with greater accuracy for using the grenade launcher in a more realistic way while keeping the system easy to use.

These two things are obviously specific suggestions - but my main point is that the kind of things that can add depth to an FPS are more ideas like these ones. The FPS is, at the end of the day, already just an abstracted representation of combat - so why not simply incorporate other important elements from combat in an equally abstract manner? Of course, you do have to be careful with these kind of ideas because you can easily slip into gimmicks.
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Starglider
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Re: Ideas for FPS games

Post by Starglider »

Non-scripted missions and dynamic plotting are very difficult for games companies to do, not so much for technical reasons (though that isn't trivial), but for commercial ones.

In my experience (and I have worked with them), game writers wish they were movie writers. They make the minimum concessions to playability necessary. They don't understand the technology of dynamic mission generation and don't want to. They care about telling their story and they don't want the player to 'derail' that.

Executives don't like dynamic content because it's unpredictable. If everything is scripted, every reviewer will see the same things. The experience can be carefully controlled (or so they think). If everything is dynamic, then some players are going to have more fun than others. Reviewers will have different experiences, say different things. Until recently this was considered far too risky, and even now, only a very few games (e.g. Spore, LBP) are given a chance to break out of the plot shackles.
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Re: Ideas for FPS games

Post by Bilbo »

My first person shooter rules.

1. Decent mobility - If I come across a fence and its an actual barrier to my guy that is bullshit. Odds are I can climb it or I am carrying enough firepower to turn that fence into dust.

2. Thinking enemies - This is two stage. First dont make the whole world hunting me every second and knowing where I am. Playing one of the newer Doom games and every other monster was hiding in an ambush spot because they knew I was going to be walking by at some point. Dont monsters have to take pisses or get bored too?

Second stage is mobs that dont just stand there when Lenny suddenly disapears. Also the guards should look around for 10 seconds then go back to talking and not care that Lenny is dead so that I can rinse and repeat 10 times.

3. Weapons and world that match - If you give me super weapons then they better blow to shit weak things in the world around me. If you dont want me blasting my way through walls to avoid your planned path then limit me with less ammo or something real.

4. Give me choices - I hate linear. Playing a Tom Clancy game and the instant I didnt follow the exact path the game required the moron on the sat link watching me ended the mission which meant reset. That was fucking stupid. Played the Call of Cthulu game and it was the same way at times. Very little real choice.

5. Decent weapon carrying - Please dont give me a portable hole for an ass where I can store 15 weapons at a time. Halo was ok in that you were limited to two weapons but the carry everything just ruined it for me.

6. Try some different eras - I have always wanted to play a FPS / FPM game set in Colonial America technology. A muscket, couple pistols then you pull your knife or sword. Just something different would be fun and interesting. Maybe a FPS set in a victorian gothic era.
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Civil War Man
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Re: Ideas for FPS games

Post by Civil War Man »

My idea for an FPS is that the main character is not a Space Marine. Nor does the main character know any Space Marines. Nor does the main character fight any Space Marines. It is, in fact, a Space Marine-less game.

Also, there need to be more games where the character is the villain. One where acting like Darth Vader or Hannibal Lecter ranks you as mild-mannered and level-headed on the morality scale.
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Re: Ideas for FPS games

Post by Bilbo »

Civil War Man wrote:My idea for an FPS is that the main character is not a Space Marine. Nor does the main character know any Space Marines. Nor does the main character fight any Space Marines. It is, in fact, a Space Marine-less game.

Also, there need to be more games where the character is the villain. One where acting like Darth Vader or Hannibal Lecter ranks you as mild-mannered and level-headed on the morality scale.

Hey cool we can all entertain our deparved sadist side. :roll:

I know. Lets have a Holocaust game. A Mix of FPS as guards running the jews into the furnaces and stopping revolts and a mix of the Age of Empire genre where you have to build and expand your deathcamp to keep up with the flow of jews you are supposed to kill.
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Re: Ideas for FPS games

Post by Ghost Rider »

Bilbo wrote:
Civil War Man wrote:My idea for an FPS is that the main character is not a Space Marine. Nor does the main character know any Space Marines. Nor does the main character fight any Space Marines. It is, in fact, a Space Marine-less game.

Also, there need to be more games where the character is the villain. One where acting like Darth Vader or Hannibal Lecter ranks you as mild-mannered and level-headed on the morality scale.

Hey cool we can all entertain our deparved sadist side. :roll:

I know. Lets have a Holocaust game. A Mix of FPS as guards running the jews into the furnaces and stopping revolts and a mix of the Age of Empire genre where you have to build and expand your deathcamp to keep up with the flow of jews you are supposed to kill.
I know! I mean how can some retard slipperly slope a statement because he wants to be a topic moral patroller?
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Bilbo
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Re: Ideas for FPS games

Post by Bilbo »

Ghost Rider wrote:
Bilbo wrote:
Civil War Man wrote:My idea for an FPS is that the main character is not a Space Marine. Nor does the main character know any Space Marines. Nor does the main character fight any Space Marines. It is, in fact, a Space Marine-less game.

Also, there need to be more games where the character is the villain. One where acting like Darth Vader or Hannibal Lecter ranks you as mild-mannered and level-headed on the morality scale.

Hey cool we can all entertain our deparved sadist side. :roll:

I know. Lets have a Holocaust game. A Mix of FPS as guards running the jews into the furnaces and stopping revolts and a mix of the Age of Empire genre where you have to build and expand your deathcamp to keep up with the flow of jews you are supposed to kill.
I know! I mean how can some retard slipperly slope a statement because he wants to be a topic moral patroller?
He said he wanted to play a game where Hannibal Lector would be considered mild-mannered and level headed. Hannibal Lector a sadist who eats people for personal enjoyment.

I have no problem with being evil but there is no slippery slope needed to see that he is suggesting sick over the top shit. So go toss off.
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