FPSs are starting to feel the same. The genre needs to evolve.

This topic is locked from further discussion.

Avatar image for HenriH-42
HenriH-42

2113

Forum Posts

0

Wiki Points

0

Followers

Reviews: 21

User Lists: 0

#151 HenriH-42
Member since 2007 • 2113 Posts

There were a lot of innovative first person games in the 90's, like Montezuma's Return which invented first person platformer 10 years before Mirror's Edge. You could also see your character model in first person, most games even today don't have this feature.

Also Jurassic Park: Trespasser, which is arguably the most innovative game ever made. Just google it.

1997 & 1998 seemed to be the years of innovation. Too bad these days generic derivative crap sells so much that nobody really tries to innovate anymore.

Avatar image for AdrianWerner
AdrianWerner

28441

Forum Posts

0

Wiki Points

0

Followers

Reviews: 4

User Lists: 0

#152 AdrianWerner
Member since 2003 • 28441 Posts

They've already tried to evolve it with Thief which emphasize stealth over combat. But nobody really cared about it, the game sell failed to meet the expectations 'cause gamers are only into shooting, shooting and shooting. So, why would the developers bother to try to evolve it again if they know shooting is the only thing that's appealing to gamers?

Guyper
The sales didn't failt omeet the expactations for THief1 and 2, they only did for Thief3 and that was because in an attempt to appeal to those gamers that gamers are only into shooting, shooting and shooting..ie XBox gamers the devs failed to meet the expectations of PCgamers
Avatar image for DrinkDuff
DrinkDuff

6762

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#153 DrinkDuff
Member since 2004 • 6762 Posts
I noticed this about five years ago.MrDziekuje
I noticed it a while ago too, but it didn't really bother me until now, mostly due to a lack of other options these days.
Avatar image for DrinkDuff
DrinkDuff

6762

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#154 DrinkDuff
Member since 2004 • 6762 Posts

Mirror's Edge and Cryostasis show how flexible the FPS formula as with modification the formula managed to perfectly do platformer and survival horror.

FPSes are evolving, STALKER set up the path towards open ended FPSes, Half-Life episodes push cinematic content to new level while incrasing the interactivity. Crysis is putting the genre on new levels of combat flexibility

The problem is few devs try to follow the examples above and expand upon them,

Heck...the biggest FPS success of recent years financialy is CoD4 and WaW and those not only do not evolve the genre, they actualy devolve it to the state from 90s

AdrianWerner
Cinematic, interactive content is just another coat of paint. It adds nothing meaningful to the gameplay at all. If I didn't like the gameplay in HL2 I might as well be watching a movie, and when I was playing through Episode 2, I kind of wish I was, because the gameplay is the same as it was 4 years ago (and they didn't even give us any new weapons to try and make it feel fresh). All else it has to offer (like physics puzzles) have been done to death and back again. Even L4D has that HL2 familiarity (cramped corridor spaces, feel of the guns, etc), enough so that I was pretty put off initially, but then the A.I. director and killing a ton of zombies made it a little better.
Avatar image for AdrianWerner
AdrianWerner

28441

Forum Posts

0

Wiki Points

0

Followers

Reviews: 4

User Lists: 0

#155 AdrianWerner
Member since 2003 • 28441 Posts

Cinematic, interactive content is just another coat of paint. It adds nothing meaningful to the gameplay at all..DrinkDuff
I disagree. First of all the interactive cut-scenes are a huge step up and unfortunately nobody else is atempting them. Second I disagree about "another coat of paint". Episode2 are quite a big evolutionary jump. HL1 popularized scripted sequences, then AlliedAssault brought them to a new level, the problem always was that while those were impressive, they were extremely linear without ability to do anything besides follow the exact pattern. Hl2 also did this, altough it did far better job than any CoDs in hiding it. Episode2 is the first real progress of scripted sequences since 2002. It retains all the cinematic properties, but it is at the same time sctuctured far more open than in previous games. The prime example is the last battle with striders, it's actualy one big sandbox, retaining all the "wow" factor, while at the same time having an ability to play vastly diffrent with each new playthrough.Of course it's not revolutionary change, it's not STALKER or anything, but Episode2 shows clear evolution of this type of FPS gameplay, it might not be much, but compared to the rest of games of this type it's a huge improvement. At least Valve is trying to improve the formula, while companies like Infinity Ward or Trayarch are not only not moving forward, they are making games that fell primitive and outdated even compared to Allied Assault and that's just plain embarassing

Another thing is NPC buddy, Episode1 is the first game ever when such buddy actualy works like he's supposed to, both gameplay and most of all interaction-wise. Alyx in Ep1 and Ep2 is a true revolution in terms of NPC characters in videogames, the first character that actualy feels like a character, not a bot

Avatar image for _rpg_FAN
_rpg_FAN

1418

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#156 _rpg_FAN
Member since 2005 • 1418 Posts
hmmm no its not, mybe console shooters ok, but pc shooters are vastly different and not so generic on pc you have realistic games like ArmA less realistic games like CS:S than unrealistic games like Quake 4 and Unreal 3, than again games like CoD that are mix of both.. etc. lot more variety than on console, ok yes console have some of these games but they are nowhere near their pc counterparts
Avatar image for AdrianWerner
AdrianWerner

28441

Forum Posts

0

Wiki Points

0

Followers

Reviews: 4

User Lists: 0

#157 AdrianWerner
Member since 2003 • 28441 Posts
hmmm no its not, mybe console shooters ok, but pc shooters are vastly different and not so generic on pc you have realistic games like ArmA less realistic games like CS:S than unrealistic games like Quake 4 and Unreal 3, than again games like CoD that are mix of both.. etc. lot more variety than on console, ok yes console have some of these games but they are nowhere near their pc counterparts_rpg_FAN
Not to mention mods. I love how I can play Insurgency, the best modern close quarters tactical MP experience and then a minute later switch to Eternal Silence, with it's huge space-sim like space battles. And both are mods for HL2. Amazing.
Avatar image for _rpg_FAN
_rpg_FAN

1418

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#158 _rpg_FAN
Member since 2005 • 1418 Posts
Kojima FPS please, FPS centered around a Kojima-like story = Godlike. Toriko42
deus ex say hi and system shock 2 would also like to have few words actualy kojima have good story teling, but story itself is big clishe
Avatar image for kaangonultas
kaangonultas

1647

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#159 kaangonultas
Member since 2008 • 1647 Posts
FPS cant evolve any more they have reached their final evolution.
Avatar image for DOF_power
DOF_power

804

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#160 DOF_power
Member since 2008 • 804 Posts

There were a lot of innovative first person games in the 90's, like Montezuma's Return which invented first person platformer 10 years before Mirror's Edge. You could also see your character model in first person, most games even today don't have this feature.

Also Jurassic Park: Trespasser, which is arguably the most innovative game ever made. Just google it.

1997 & 1998 seemed to be the years of innovation. Too bad these days generic derivative crap sells so much that nobody really tries to innovate anymore.

HenriH-42

>

^

I'd also add 1999 and 2000 witch gave us complex hybrids like System Shock 2, Deus Ex and also UT (A.I. choices and mutators) and even NOLF (to a much much lesser degre).

I think shooters started to go down after 2000 due to the PS2/Xbox and then PS3/360.

Avatar image for Leejjohno
Leejjohno

13897

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#161 Leejjohno
Member since 2005 • 13897 Posts
[QUOTE="Leejjohno"][QUOTE="Johnny-n-Roger"] The same could be said for collecting health packs. Let's not forget that HL2 was an adventure-FPS vs. the war-based FPS that use regenerating health.Johnny-n-Roger

Well, this is the challenge that lies ahead for developers. I just don't think recharging health or shields are the answer.

What's wrong with recharging health? If you're looking for realism, play Rainbow Six: Rogue Spear or Operation: Flashpoint. One shot kills =/= more fun.

No, but to some people, realism IS fun, but for me there should be middle ground, what's wrong with a realistic sci-fi game?

Avatar image for inertk
inertk

3385

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#162 inertk
Member since 2007 • 3385 Posts
I think the genre's in a good place. :)
Avatar image for Leejjohno
Leejjohno

13897

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#163 Leejjohno
Member since 2005 • 13897 Posts

I think the genre's in a good place. :)inertk

Well, some people just prefer creative games.

Avatar image for inertk
inertk

3385

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#164 inertk
Member since 2007 • 3385 Posts

[QUOTE="inertk"]I think the genre's in a good place. :)Leejjohno

Well, some people just prefer creative games.

And whats to say that I don't? I just happen to think that FPS games don't feel the same.
Avatar image for Soulja_West
Soulja_West

15084

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#165 Soulja_West
Member since 2003 • 15084 Posts
[QUOTE="Leejjohno"][QUOTE="Johnny-n-Roger"][QUOTE="Leejjohno"]

Well, this is the challenge that lies ahead for developers. I just don't think recharging health or shields are the answer.

What's wrong with recharging health? If you're looking for realism, play Rainbow Six: Rogue Spear or Operation: Flashpoint. One shot kills =/= more fun.

No, but to some people, realism IS fun, but for me there should be middle ground, what's wrong with a realistic sci-fi game?

I don't see anything wrong with recharging health. It gives you a chance to run for cover and reheal yourself and get back in battle. I wish fear had it.
Avatar image for Dibdibdobdobo
Dibdibdobdobo

6683

Forum Posts

0

Wiki Points

0

Followers

Reviews: 3

User Lists: 0

#166 Dibdibdobdobo
Member since 2008 • 6683 Posts
People dont want the genre to change! All FPS are about is constant killing with weapons, If you wanna play something which resembles abit of variation then go and play the Metroid Prime franchise.
Avatar image for Soulja_West
Soulja_West

15084

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#167 Soulja_West
Member since 2003 • 15084 Posts
People dont want the genre to change! All FPS are about is constant killing with weapons, If you wanna play something which resembles abit of variation then go and play the Metroid Prime franchise.Dibdibdobdobo
Tryed Metroid Prime a long time ago. Didn't like it.
Avatar image for Leejjohno
Leejjohno

13897

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#168 Leejjohno
Member since 2005 • 13897 Posts
[QUOTE="Leejjohno"][QUOTE="Johnny-n-Roger"] What's wrong with recharging health? If you're looking for realism, play Rainbow Six: Rogue Spear or Operation: Flashpoint. One shot kills =/= more fun.Soulja_West

No, but to some people, realism IS fun, but for me there should be middle ground, what's wrong with a realistic sci-fi game?

I don't see anything wrong with recharging health. It gives you a chance to run for cover and reheal yourself and get back in battle. I wish fear had it.

That would be too casual for my taste. Games need to have compromise for them to make the player feel like he has something to lose, which is what games like gears don't have.

Avatar image for kodex1717
kodex1717

5925

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#169 kodex1717
Member since 2005 • 5925 Posts
We need more games like Red Orchestra and ArmA in the combat genre. Red Orchestra is probably one of the most realistic games out there and absolutely broke the pattern that OP is just recently noticing. No zooming iron sights, no ammo indicators, no crosshair, and no always-pulling-full-mags-from-a-pool-of-bullets mechanic. Your weapon moves as you do, so you have to aim down your sights. You can only take one or two bullets before your dead, so you have to actually think about what you're doing and why. ArmA doesn't hold the player to such high standards of mastering the play style, but you have to rely on tactics as a whole to reach victory. The single-player is easily the hardest campaign ever conceived in a shooter. There are side missions in the game which are nearly impossible to complete, as they should be. You don't have NPC's coming on the COM and telling you about some special hole in the enemies' defense, as you would in any other game. It puts you in a realistic environment where there usually isn't a massive weak point which is made for you to exploit. The game doesn't baby the player and hold his hand through the experience, he has to go off and make the game for himself in a completely dynamic environment. I can only assume it's been mentioned here before, but I really don't have the attention span to read 17 pages of thread.
Avatar image for Johnny-n-Roger
Johnny-n-Roger

15151

Forum Posts

0

Wiki Points

0

Followers

Reviews: 33

User Lists: 0

#170 Johnny-n-Roger
Member since 2003 • 15151 Posts
[QUOTE="Leejjohno"][QUOTE="Soulja_West"][QUOTE="Leejjohno"]

No, but to some people, realism IS fun, but for me there should be middle ground, what's wrong with a realistic sci-fi game?

I don't see anything wrong with recharging health. It gives you a chance to run for cover and reheal yourself and get back in battle. I wish fear had it.

That would be too casual for my taste. Games need to have compromise for them to make the player feel like he has something to lose, which is what games like gears don't have.

Meh. It really puts a damper on the action when an enemy sneaks up on you, nearly depleating your health to 0, but instead of taking cover, you're forced to relocate to the nearest healthpack before returning to battle. Maybe you're playing the game on too easy of a difficulty, but I hardly ever experience a situation in any combat-based FPS on even the easiest settings where I feel like I can recklessly storm into battle guns blazing with "nothing to lose".
Avatar image for SeanDiff
SeanDiff

933

Forum Posts

0

Wiki Points

0

Followers

Reviews: 6

User Lists: 0

#171 SeanDiff
Member since 2007 • 933 Posts
Killzone 2 is the first to implement a cover system in a FPS.
Avatar image for Johnny-n-Roger
Johnny-n-Roger

15151

Forum Posts

0

Wiki Points

0

Followers

Reviews: 33

User Lists: 0

#172 Johnny-n-Roger
Member since 2003 • 15151 Posts
Killzone 2 is the first to implement a cover system in a FPS.SeanDiff
Perfect Dark Zero? :|
Avatar image for kodex1717
kodex1717

5925

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#173 kodex1717
Member since 2005 • 5925 Posts
Killzone 2 is the first to implement a cover system in a FPS.SeanDiff
So, why do you need cover systems at all? MoHA did a great job on movement in combat with relation the cover; being able to dynamically raise and lower your stance is a lot better than being stuck to a wall. Half the times you get killed in games with cover systems is because of the cover system. Devs need to stop building games around single features, or else the rest of the game ends up feeling rather shallow.
Avatar image for Dibdibdobdobo
Dibdibdobdobo

6683

Forum Posts

0

Wiki Points

0

Followers

Reviews: 3

User Lists: 0

#174 Dibdibdobdobo
Member since 2008 • 6683 Posts
[QUOTE="SeanDiff"]Killzone 2 is the first to implement a cover system in a FPS.Johnny-n-Roger
Perfect Dark Zero? :|

Rainbow 6: Vegas 2 had one also.
Avatar image for jg4xchamp
jg4xchamp

64054

Forum Posts

0

Wiki Points

0

Followers

Reviews: 14

User Lists: 0

#175 jg4xchamp
Member since 2006 • 64054 Posts
[QUOTE="SeanDiff"]Killzone 2 is the first to implement a cover system in a FPS.Johnny-n-Roger
Perfect Dark Zero? :|

was going to say the same thing....also Rainbow Six Vegas 1 and 2....Killzone 2 just has it in First Person and its a bit limited.....then again i only had one good run with the demo
Avatar image for Lief_Ericson
Lief_Ericson

7082

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#176 Lief_Ericson
Member since 2005 • 7082 Posts

[QUOTE="Johnny-n-Roger"][QUOTE="SeanDiff"]Killzone 2 is the first to implement a cover system in a FPS.Dibdibdobdobo
Perfect Dark Zero? :|

Rainbow 6: Vegas 2 had one also.

Vegas 1 had it too, never forget

Avatar image for mitu123
mitu123

155290

Forum Posts

0

Wiki Points

0

Followers

Reviews: 32

User Lists: 0

#177 mitu123
Member since 2006 • 155290 Posts
[QUOTE="Johnny-n-Roger"][QUOTE="SeanDiff"]Killzone 2 is the first to implement a cover system in a FPS.Dibdibdobdobo
Perfect Dark Zero? :|

Rainbow 6: Vegas 2 had one also.

Yeah, but PDZ is the 1st FPS to have a cover system.
Avatar image for Dibdibdobdobo
Dibdibdobdobo

6683

Forum Posts

0

Wiki Points

0

Followers

Reviews: 3

User Lists: 0

#178 Dibdibdobdobo
Member since 2008 • 6683 Posts

[QUOTE="Dibdibdobdobo"][QUOTE="Johnny-n-Roger"] Perfect Dark Zero? :|Lief_Ericson

Rainbow 6: Vegas 2 had one also.

Vegas 1 had it too, never forget

I didnt wanna mention it as i never played it. Wish i never played Rainbow 6: Vegas 2 altogether to be honest.
Avatar image for Dibdibdobdobo
Dibdibdobdobo

6683

Forum Posts

0

Wiki Points

0

Followers

Reviews: 3

User Lists: 0

#179 Dibdibdobdobo
Member since 2008 • 6683 Posts
[QUOTE="Dibdibdobdobo"][QUOTE="Johnny-n-Roger"] Perfect Dark Zero? :|mitu123
Rainbow 6: Vegas 2 had one also.

Yeah, but PDZ is the 1st FPS to have a cover system.

I mentioned it as someone said Killzone 2 was 1st. Its like saying Halo was the 1st FPS to impliment dual-anaolog controls though it was either Golden Eye or Perfect Dark.
Avatar image for mitu123
mitu123

155290

Forum Posts

0

Wiki Points

0

Followers

Reviews: 32

User Lists: 0

#180 mitu123
Member since 2006 • 155290 Posts
[QUOTE="mitu123"][QUOTE="Dibdibdobdobo"] Rainbow 6: Vegas 2 had one also.Dibdibdobdobo
Yeah, but PDZ is the 1st FPS to have a cover system.

I mentioned it as someone said Killzone 2 was 1st. Its like saying Halo was the 1st FPS to impliment dual-anaolog controls though it was either Golden Eye or Perfect Dark.

Oh I see, that makes sense now.
Avatar image for lowe0
lowe0

13692

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#181 lowe0
Member since 2004 • 13692 Posts
[QUOTE="lowe0"][QUOTE="fluxorator"] Regenerating health is killing FPS. Get shot 300 times, hide behind a rock for 5 seconds and run back out. Honestly... What a joke.Cherokee_Jack
It's done to preserve pacing. Once you get far away enough from combat to heal, the rest of the trudge back to the last medikit you saw is pure tedium. Why make the player spend a couple minutes of non-fun?

Half-Life 2 didn't involve backtracking. Any backtracking is the designer's fault, not the health system's.

Really. You never went back to find a health machine? Not once? Because I sure as hell remember doing so.
Avatar image for Redgarl
Redgarl

13252

Forum Posts

0

Wiki Points

0

Followers

Reviews: 10

User Lists: 0

#182 Redgarl
Member since 2002 • 13252 Posts
Except for Mirror's Edge, every other FPS perspective game of last year were horrible. Warhead is maybe the only exception.
Avatar image for AdrianWerner
AdrianWerner

28441

Forum Posts

0

Wiki Points

0

Followers

Reviews: 4

User Lists: 0

#183 AdrianWerner
Member since 2003 • 28441 Posts
[QUOTE="Dibdibdobdobo"][QUOTE="Johnny-n-Roger"] Perfect Dark Zero? :|mitu123
Rainbow 6: Vegas 2 had one also.

Yeah, but PDZ is the 1st FPS to have a cover system.

Nope...beat by Vietcong2 by almost a month :) and Vietcong2 didn't had it's cover system fully FPP, it didn't switch to TPP :)
Avatar image for AdrianWerner
AdrianWerner

28441

Forum Posts

0

Wiki Points

0

Followers

Reviews: 4

User Lists: 0

#184 AdrianWerner
Member since 2003 • 28441 Posts

t's done to preserve pacing.lowe0
it completely destroys the pacing reducing it to formulatic "attack-duck-wait till heal-attack" pattern. The pacing is completely broken into tiny pieces separated by waiting to hell moments.

Not to mention it removes diversity from action.

Avatar image for swade
swade

1515

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#185 swade
Member since 2003 • 1515 Posts
Metroid and Mirrors Edge have really been the only innovative FPS games I've played.
Avatar image for mitu123
mitu123

155290

Forum Posts

0

Wiki Points

0

Followers

Reviews: 32

User Lists: 0

#186 mitu123
Member since 2006 • 155290 Posts
[QUOTE="mitu123"][QUOTE="Dibdibdobdobo"] Rainbow 6: Vegas 2 had one also.AdrianWerner
Yeah, but PDZ is the 1st FPS to have a cover system.

Nope...beat by Vietcong2 by almost a month :) and Vietcong2 didn't had it's cover system fully FPP, it didn't switch to TPP :)

Crap, I was so close, wish I played that game.
Avatar image for lowe0
lowe0

13692

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#187 lowe0
Member since 2004 • 13692 Posts

[QUOTE="lowe0"]t's done to preserve pacing.AdrianWerner

it completely destroys the pacing reducing it to formulatic "attack-duck-wait till heal-attack" pattern. The pacing is completely broken into tiny pieces separated by waiting to hell moments.

Not to mention it removes diversity from action.

As opposed to tiny pieces separated by long-ass walks back to the last medkit? Yeah, that's an improvement. :roll:
Avatar image for Johnny-n-Roger
Johnny-n-Roger

15151

Forum Posts

0

Wiki Points

0

Followers

Reviews: 33

User Lists: 0

#188 Johnny-n-Roger
Member since 2003 • 15151 Posts

[QUOTE="lowe0"]t's done to preserve pacing.AdrianWerner

it completely destroys the pacing reducing it to formulatic "attack-duck-wait till heal-attack" pattern. The pacing is completely broken into tiny pieces separated by waiting to hell moments.

Not to mention it removes diversity from action.

You're making it out to be much more redundant than it actually is. It's not like you press a button to take cover and are completely immune to battle while some sort of elevator tunes play as your health is regenerated :roll:. Usually while my health is restoring, I'm keeping an eye on my flanks and rear to assure that I'm actually "in cover". You're constantly involved in the action. What IS redundant is waiting until the combat is over and backtracking through previously expored areas of no importance to find a health station or health pack. There really is no other reasonable alternative to this.
Avatar image for AdrianWerner
AdrianWerner

28441

Forum Posts

0

Wiki Points

0

Followers

Reviews: 4

User Lists: 0

#189 AdrianWerner
Member since 2003 • 28441 Posts

Usually while my health is restoring, I'm keeping an eye on my flanks and rear to assure that I'm actually "in cover". You're constantly involved in the action. What IS redundant is waiting until the combat is over and backtracking through previously expored areas of no importance to find a health station or health pack. There really is no other reasonable alternative to this.Johnny-n-Roger
Not really. The break periods are simply boring as hell.

Med kits are better solution. Just done in a way Max Payne or FEAR did it...ie not a stationary place, but a collectable health packs that can be used later on whenever you choose. It's the best solution for arcade shooters, no backtracking, but at the same time limited health.

I

Also..in plenty of games with health stations you can't really backtrack to the last one.

Regen is simply boring, it breaks the action, it makes the gameplay shallower, because of it you always fight in the same way. With constant health you always do get some variety, you act diffrently when in full health and diffrently when you're low on it

Avatar image for ANeuralPathway
ANeuralPathway

580

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#190 ANeuralPathway
Member since 2008 • 580 Posts

[QUOTE="Johnny-n-Roger"] Usually while my health is restoring, I'm keeping an eye on my flanks and rear to assure that I'm actually "in cover". You're constantly involved in the action. What IS redundant is waiting until the combat is over and backtracking through previously expored areas of no importance to find a health station or health pack. There really is no other reasonable alternative to this.AdrianWerner

Not really. The break periods are simply boring as hell.

Med kits are better solution. Just done in a way Max Payne or FEAR did it...ie not a stationary place, but a collectable health packs that can be used later on whenever you choose. It's the best solution for arcade shooters, no backtracking, but at the same time limited health.

I

Also..in plenty of games with health stations you can't really backtrack to the last one.

Regen is simply boring, it breaks the action, it makes the gameplay shallower, because of it you always fight in the same way. With constant health you always do get some variety, you act diffrently when in full health and diffrently when you're low on it

Why are you arguing with the Halo kids, they aren't going to understand the concept of challenging games?

Avatar image for Cherokee_Jack
Cherokee_Jack

32198

Forum Posts

0

Wiki Points

0

Followers

Reviews: 8

User Lists: 2

#191 Cherokee_Jack
Member since 2008 • 32198 Posts
I mentioned it as someone said Killzone 2 was 1st. Its like saying Halo was the 1st FPS to impliment dual-anaolog controls though it was either Golden Eye or Perfect Dark. Dibdibdobdobo
...What? The N64 had two analog sticks?
Avatar image for Cherokee_Jack
Cherokee_Jack

32198

Forum Posts

0

Wiki Points

0

Followers

Reviews: 8

User Lists: 2

#192 Cherokee_Jack
Member since 2008 • 32198 Posts
[QUOTE="Cherokee_Jack"][QUOTE="lowe0"] It's done to preserve pacing. Once you get far away enough from combat to heal, the rest of the trudge back to the last medikit you saw is pure tedium. Why make the player spend a couple minutes of non-fun?lowe0
Half-Life 2 didn't involve backtracking. Any backtracking is the designer's fault, not the health system's.

Really. You never went back to find a health machine? Not once? Because I sure as hell remember doing so.

I play on normal, so maybe it's different in the harder difficulties.
Avatar image for Cherokee_Jack
Cherokee_Jack

32198

Forum Posts

0

Wiki Points

0

Followers

Reviews: 8

User Lists: 2

#193 Cherokee_Jack
Member since 2008 • 32198 Posts
Metroid and Mirrors Edge have really been the only innovative FPS games I've played.swade
Haven't gotten around to Half-Life yet, huh?
Avatar image for Johnny-n-Roger
Johnny-n-Roger

15151

Forum Posts

0

Wiki Points

0

Followers

Reviews: 33

User Lists: 0

#194 Johnny-n-Roger
Member since 2003 • 15151 Posts

[QUOTE="Johnny-n-Roger"] Usually while my health is restoring, I'm keeping an eye on my flanks and rear to assure that I'm actually "in cover". You're constantly involved in the action. What IS redundant is waiting until the combat is over and backtracking through previously expored areas of no importance to find a health station or health pack. There really is no other reasonable alternative to this.AdrianWerner

Not really. The break periods are simply boring as hell.

Med kits are better solution. Just done in a way Max Payne or FEAR did it...ie not a stationary place, but a collectable health packs that can be used later on whenever you choose. It's the best solution for arcade shooters, no backtracking, but at the same time limited health.

I

Also..in plenty of games with health stations you can't really backtrack to the last one.

Regen is simply boring, it breaks the action, it makes the gameplay shallower, because of it you always fight in the same way. With constant health you always do get some variety, you act diffrently when in full health and diffrently when you're low on it

So what, you hit a hot key and you're all better? How is that any less shallow then regen?
Avatar image for Espada12
Espada12

23247

Forum Posts

0

Wiki Points

0

Followers

Reviews: 3

User Lists: 0

#195 Espada12
Member since 2008 • 23247 Posts
[QUOTE="AdrianWerner"]

[QUOTE="lowe0"]t's done to preserve pacing.lowe0

it completely destroys the pacing reducing it to formulatic "attack-duck-wait till heal-attack" pattern. The pacing is completely broken into tiny pieces separated by waiting to hell moments.

Not to mention it removes diversity from action.

As opposed to tiny pieces separated by long-ass walks back to the last medkit? Yeah, that's an improvement. :roll:

Medic packs normally dropped from enemies you killed or were put in locations where you had to walk. I have no idea where you are coming with this walking back non-sense. This btw is for the majority of PC FPS I am talking about.

Avatar image for kingfire11
kingfire11

1498

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#196 kingfire11
Member since 2005 • 1498 Posts
My list of innovative FPS: -Mirrors Edge: it tried to do things differently, but it was an average game at best. but it's still an innovative FPS. -Metriod, I really couldn't believe how good an fps can be with the wii, great game and nice ideas. - STALKER: The semi-perfect mix of rpg and fps, huge open world with a very releastic cover system and other complicated things, too bad it was buggy as hell. - Half Life 1: The best FPS ever made, period.
Avatar image for AdrianWerner
AdrianWerner

28441

Forum Posts

0

Wiki Points

0

Followers

Reviews: 4

User Lists: 0

#197 AdrianWerner
Member since 2003 • 28441 Posts

So what, you hit a hot key and you're all better? How is that any less shallow then regen?Johnny-n-Roger
Well..first of all...it doesn't break the pacing. Second ...there is a limit to those health packs, not just those you find, but those you carry on. Plus often have to decide if it's better to use it now, when half of your health is gone or wait till it's almost fully gone. It adds far more variety.

Regen simply completely destroys the pacing, you constantly run like a rat and wait and wait and wait for regen, then some action and then again waiting... action..waiting. It makes the games horribly schematic.

Avatar image for Leejjohno
Leejjohno

13897

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#198 Leejjohno
Member since 2005 • 13897 Posts

[QUOTE="Johnny-n-Roger"] So what, you hit a hot key and you're all better? How is that any less shallow then regen?AdrianWerner

Well..first of all...it doesn't break the pacing. Second ...there is a limit to those health packs, not just those you find, but those you carry on. Plus often have to decide if it's better to use it now, when half of your health is gone or wait till it's almost fully gone. It adds far more variety.

Regen simply completely destroys the pacing, you constantly run like a rat and wait and wait and wait for regen, then some action and then again waiting... action..waiting. It makes the games horribly schematic.

On a side note, although Far Cry 2 was basically crap, it had a good balance between the two. You could heal yourself after taking cover but it takes time, but you can do it as much as you want. It's over the top though, I don't care who you are, there is no human out there who could pull a twisted rebar out of his own leg.

Avatar image for mitu123
mitu123

155290

Forum Posts

0

Wiki Points

0

Followers

Reviews: 32

User Lists: 0

#199 mitu123
Member since 2006 • 155290 Posts

[QUOTE="Johnny-n-Roger"] So what, you hit a hot key and you're all better? How is that any less shallow then regen?AdrianWerner

Well..first of all...it doesn't break the pacing. Second ...there is a limit to those health packs, not just those you find, but those you carry on. Plus often have to decide if it's better to use it now, when half of your health is gone or wait till it's almost fully gone. It adds far more variety.

Regen simply completely destroys the pacing, you constantly run like a rat and wait and wait and wait for regen, then some action and then again waiting... action..waiting. It makes the games horribly schematic.

So health regeneration is a bad idea overall, I think I might agree with you.
Avatar image for AdrianWerner
AdrianWerner

28441

Forum Posts

0

Wiki Points

0

Followers

Reviews: 4

User Lists: 0

#200 AdrianWerner
Member since 2003 • 28441 Posts
[QUOTE="AdrianWerner"]

[QUOTE="Johnny-n-Roger"] So what, you hit a hot key and you're all better? How is that any less shallow then regen?mitu123

Well..first of all...it doesn't break the pacing. Second ...there is a limit to those health packs, not just those you find, but those you carry on. Plus often have to decide if it's better to use it now, when half of your health is gone or wait till it's almost fully gone. It adds far more variety.

Regen simply completely destroys the pacing, you constantly run like a rat and wait and wait and wait for regen, then some action and then again waiting... action..waiting. It makes the games horribly schematic.

So health regeneration is a bad idea overall, I think I might agree with you.

Full regen definitly is. Now partial regen isn't a bad idea. I mean like in FEAR2 where you will always regen like up to 20/100 points of health, it prevents you from rat tactic, but prevents backtracking.

Far Cry2 also had good idea, because you had to heal yourself when dying and it would take time and if you were prevented from it..then bam, you were dead, it wasn't perfect, but it a huge improvement over the regular regen

I think for arcade fpses the ideal solution is if you have let's say 100 points of health total, then having regen for first 20 points and then the rest be replenished by collectible health packs