@Wasdie said:
@Kinthalis: That is the single dumbest picture used to bash modern games ever.
The level design in those old FPSs was shit. Devs didn't know any better. They built confusing levels that lead to horrible pacing issues. They are only praised by people on the internet who want to look like they are hardcore gamers and are better than the rest of us.
The best FPSs of all time use a much more linear and less confusing level design. Half-Life 1, it's expansion, Half-Life 2, FEAR, early CoD games, Crysis, Far Cry and many others. There is a reason that those puzzle-like level designs didn't survive.
Eh it ranges from game to game: Doom got it right, ditto Doom 2. But that's because Romera, American Mcgee, hall, n company had a sense for rhythm at the time. Quake sucked sp wise, but that was our first warning sign that Romero wasn't the only guy on Doom, Daikatana was well daikatana. Duke Nukem 3d and even classic Shadow Warrior (at least in the early going) holds up, when they were done right, there was an expertise to that level design that an open world game doesn't quite match up to. Open World is technically impressive, but there is no ingenuity to it. Pacing a level like those levels, pacing it with the right amount of health pick ups, secrets, ammo, while giving the player not an arsenal for days right off the bat, that's fucking difficult. It takes time, it takes effort, and it's shit not all devs practiced which is why that idea died.
The idea of those levels work, giving places to explore can be a good thing, but FPS games aren't made with atmosphere in mind enough, every now and then we get a Stalker or the original Bioshock (too many people focus on the arrow, that game had more than enough spaces to explore) and Metroid Prime do exist. More straight forward linear, set piece shooters aren't a bad thing, Modern Warfare 1 is a damn good game, ditto Uncharted 2. It's just poor execution.
Linear needs more variation, linear needs peaks and valleys, linear needs a strong set of game mechanics that are enjoyable on a basic level but have room for experimentation, linear might benefit from narrative and atmosphere, which also takes time and effort, which is also shit not all devs practice lol.
Larger issues with the genre
-the nature of triple A game production
-it's just creatively dull right now
mild issue, but not necessarily a game killer
-too many gamepad shooters, the genre benefits from having an interface like the mouse and keyboard to work with
That said Shadow Warrior 2 is around the corner, Doom 4 is a thing, System Shock 3 is going to happen, and Machine Games will probably do another Wolfenstein. I'm sure we'll see a new Eastern-European FPS soon as well.
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