1) More aliens with big heads and big guns
2) More scares
3) CONCLUDING STORY LINES (cough fear, hl2)
4) better coop, cant wait to get my 360 and beat gears of war with house m8 over the network
5) Less selling out - rainbow 6 series sold out.
Top 5 things in FPS
--------------------------------Dr Cox: "People are ***tard coated ***tards with ***tard filling."
1) Strippers
2) Blood & Gore
3) Strippers
4) Powerful Weapons
5) Strippers
And now the real list! Sorry, I'm more into tactical style shooters.
1) Fully destructible environment.
2) (More) Realistic Weapon Behavior
3) (More) Realistic Physics
4) (More) Realistic Player Damage System
5) Strippers (hostage situation at strip club?)
6) Much better enemy AI and cooperation.
7) co-op mode on a damn PC FPS!
2) Blood & Gore
3) Strippers
4) Powerful Weapons
5) Strippers
And now the real list! Sorry, I'm more into tactical style shooters.
1) Fully destructible environment.
2) (More) Realistic Weapon Behavior
3) (More) Realistic Physics
4) (More) Realistic Player Damage System
5) Strippers (hostage situation at strip club?)
6) Much better enemy AI and cooperation.
7) co-op mode on a damn PC FPS!
Surely this is a pointless question if you mean the genre because the FPS games industry is striving to do everything we want in games but we're limited by hardware.
So all the suggestions like better graphics, physics and AI are just stating the obvious.
So all the suggestions like better graphics, physics and AI are just stating the obvious.
1. Cooperative play (its always more fun with a friend!)
2. Non-linear environments(more than one way to complete objectives)
3. Variety of weapons (most FPS games just have the standard pistols, shotguns, and rifles)
4. more interactive environments.
5. umm cant think of a 5th one
2. Non-linear environments(more than one way to complete objectives)
3. Variety of weapons (most FPS games just have the standard pistols, shotguns, and rifles)
4. more interactive environments.
5. umm cant think of a 5th one
1. Rping elements such as character depth, not just go do this and dont think twice just get ready to blow all the baddies up with your new rocket launcher
2. MMO like in the new Quake Wars: Enemy Territory (i think thats the name)
3. Less reliance on the fact that Master Cheif (just an example) can totally put the hurting on all those aliens and more reliance on the fact that your not an all powerful being and you must fight hard to survive not just be playing a supreme character,
4. More piloting of all types of machines like in Star Wars: Battlefront II where you pilot spacecraft, "tanks" or just a STAP.
5. Less limit on how you do everything, let your creativity lead you to invent new ways of blowing down a door into a bunker than just plant the detonator, you may want to use a grenade and use that detonator for something else so why not let them, also the objectives shouldnt be "Blow down the eastern door and capture the bunker" it should be something like "Move with your squad into the battleground and do something to contribute to your victory" and then you decide "Hey, that bunker has three turrets set up holding back your forces, I bet that if we moved in and captured it we could win" or maybe you'll see snipers and decide to find a position to fire down at them and then see mortars and move on to them. That way the player isn't just doing what the game intended him to do since level one.
2. MMO like in the new Quake Wars: Enemy Territory (i think thats the name)
3. Less reliance on the fact that Master Cheif (just an example) can totally put the hurting on all those aliens and more reliance on the fact that your not an all powerful being and you must fight hard to survive not just be playing a supreme character,
4. More piloting of all types of machines like in Star Wars: Battlefront II where you pilot spacecraft, "tanks" or just a STAP.
5. Less limit on how you do everything, let your creativity lead you to invent new ways of blowing down a door into a bunker than just plant the detonator, you may want to use a grenade and use that detonator for something else so why not let them, also the objectives shouldnt be "Blow down the eastern door and capture the bunker" it should be something like "Move with your squad into the battleground and do something to contribute to your victory" and then you decide "Hey, that bunker has three turrets set up holding back your forces, I bet that if we moved in and captured it we could win" or maybe you'll see snipers and decide to find a position to fire down at them and then see mortars and move on to them. That way the player isn't just doing what the game intended him to do since level one.
1) Weapon upgrades. The needler in halo has always sucked, but it would be cool if you could charge it at a central hub (located somewhere on the map) and make the needles faster/explodier. Just something/anything to make weapons at the bottom of the scale half decent.
2) Take cover. I love how gears of war 'forces' you to take cover rather than run out into the middle of nowhere in a big 'shoot-em-up'. Although, it can be a little difficult to control the camera angle with this option.
3) Cool vehicles. Why haven't I been able to climb into a giant walking robot and us it as a vehicle yet? I mean... come on... throw some mech warriors into the battle.
4) Proxy mines. Ever since the N64 james bond game, I have been itching to use more proxy mines. Put them back into he game already!
5) Re-load mini game. Yet another gears of war invention. When you go to reload your weapon, a little meter appears that is similar to some of the computer golf games i've played. If you can hit the bar in a certain section of the meter, you can quickly reload your weapon. If you miss, the gun jams, and it takes twice as long to reload.
And that concludes my top 5.
2) Take cover. I love how gears of war 'forces' you to take cover rather than run out into the middle of nowhere in a big 'shoot-em-up'. Although, it can be a little difficult to control the camera angle with this option.
3) Cool vehicles. Why haven't I been able to climb into a giant walking robot and us it as a vehicle yet? I mean... come on... throw some mech warriors into the battle.
4) Proxy mines. Ever since the N64 james bond game, I have been itching to use more proxy mines. Put them back into he game already!
5) Re-load mini game. Yet another gears of war invention. When you go to reload your weapon, a little meter appears that is similar to some of the computer golf games i've played. If you can hit the bar in a certain section of the meter, you can quickly reload your weapon. If you miss, the gun jams, and it takes twice as long to reload.
And that concludes my top 5.
1) Add in "combined arms" into the weapon design.
2) Allow 100+ players in a single map
3) Allow players to have more control over what their character looks like. Take a page from CRPGs and use some of the system they use.
4) Interactable physics. By this I mean that the player has some control over the character's interaction with the world. For instance if the player is knocked over an edge of a cliff, have the character able to grab hold and climb back up (under the player's control). Also allow the character to climb walls and perform other similar actions.
5) More stances. Most FPS games have the standing and crouching, but why not also have prone, kneeling etc. Have them able to crawl, roll, and perform other acrobatic feats.
2) Allow 100+ players in a single map
3) Allow players to have more control over what their character looks like. Take a page from CRPGs and use some of the system they use.
4) Interactable physics. By this I mean that the player has some control over the character's interaction with the world. For instance if the player is knocked over an edge of a cliff, have the character able to grab hold and climb back up (under the player's control). Also allow the character to climb walls and perform other similar actions.
5) More stances. Most FPS games have the standing and crouching, but why not also have prone, kneeling etc. Have them able to crawl, roll, and perform other acrobatic feats.
1. Getting around more stylishly. UT2004 has the double wall jumps and F.E.A.R. has the slide-kick (which has saved my life more than once as an evasive maneuver) and Chronicles of Riddick mixed third-person adventure maneuvers with shooting. More of that sort of thing would make the maps more interesting and add wrinkles to gameplay. I prefer superhuman leaping and diving to more conventional ways of getting around.
2. Balanced melee attacks. So often, melee attacks are either almost useless or wtfuber. F.E.A.R. is wtfuber, the shield gun in UT2004 is almost useless. The problem is that melee attacks are treated as a damage attack and either you get an instant kill as a reward for connecting with a short-range hit or you are powerless as punishment for running out of ammo. Perfect Dark added the stun/disorient effect to the melee attack, which made a quick pistol whip a good idea even when you had a gun, too. That brings me to #3:
3. Status ailments. Bleeding in Action Quake, double-vision in Perfect Dark, slowed running in Tron: Deadly Disks, action games benefit from properly balanced status ailments. With sweet new technology, it's more feasible than ever before to have our characters falling down, drugged, hamstrung, tazed, dazed and phazed. Stumbling and blacking out from blood loss or fumbling your magazine during a reload after getting hit in the arm with a stun gun could add a lot to a game. Having 3HP and being at 100% combat effectiveness despite being run over by a tank and hit with radioactive slime is good in games like UT, but I think there's room in the genre for a more consequences-oriented fighting system.
4. Tipping over. Dark Messiah lets you get knocked on your ass, and when you die in UT2k4 or Battlefield 2142 your corpse flops down stairs and falls over ledges. Psi Ops: The Mindgate Conspiracy had a good system where, if you took a heavy hit (explosion, etc) you'd be knocked into "ragdoll" mode and your body would fly through walls and such, then your guy would stand up and you'd get control back. I liked that very much.
5. Strippers.
Editted to change #4
[Edited by - Iron Chef Carnage on December 10, 2006 5:59:17 AM]
2. Balanced melee attacks. So often, melee attacks are either almost useless or wtfuber. F.E.A.R. is wtfuber, the shield gun in UT2004 is almost useless. The problem is that melee attacks are treated as a damage attack and either you get an instant kill as a reward for connecting with a short-range hit or you are powerless as punishment for running out of ammo. Perfect Dark added the stun/disorient effect to the melee attack, which made a quick pistol whip a good idea even when you had a gun, too. That brings me to #3:
3. Status ailments. Bleeding in Action Quake, double-vision in Perfect Dark, slowed running in Tron: Deadly Disks, action games benefit from properly balanced status ailments. With sweet new technology, it's more feasible than ever before to have our characters falling down, drugged, hamstrung, tazed, dazed and phazed. Stumbling and blacking out from blood loss or fumbling your magazine during a reload after getting hit in the arm with a stun gun could add a lot to a game. Having 3HP and being at 100% combat effectiveness despite being run over by a tank and hit with radioactive slime is good in games like UT, but I think there's room in the genre for a more consequences-oriented fighting system.
4. Tipping over. Dark Messiah lets you get knocked on your ass, and when you die in UT2k4 or Battlefield 2142 your corpse flops down stairs and falls over ledges. Psi Ops: The Mindgate Conspiracy had a good system where, if you took a heavy hit (explosion, etc) you'd be knocked into "ragdoll" mode and your body would fly through walls and such, then your guy would stand up and you'd get control back. I liked that very much.
5. Strippers.
Editted to change #4
[Edited by - Iron Chef Carnage on December 10, 2006 5:59:17 AM]
1. Cooperative Single Player
Halo, Halo 2 was awesome for this.
2. More Multiplayer Modes / Easy ways to script multiplayer concepts
Zombie invasion, everyone has to defend.
'Gauntlet' - one team have a jeep, the other team have to stop them getting through the canyon.
Defend the house in COD2 Carentan Map
More coop multiplayer.
3. Environment Interactions / More Dynamicness
To be able to pull yourself up onto a ledge, catching a ledge, climbing a small wall. Seriously, we can do all these things in real live - why can't we do it in games? (Urban Terror)
Nice ways to crouch, prone, leap, dive, roll, climb ladders. The Specialists is a step in the right direction.
Ragdollingish - a merge between canned animation and physical interaction with the level. ie walking down stairs.
4. Standard or partially standard control schemes
I am very sick of fighting with the controls instead of playing the game. Ideally it would be instinctive how to control your character. Too little thought goes into this part of game development for my liking. This is your interface with the game, it should be as transparent as possible for you to enjoy the game.
5. Less empahsis on graphics.
Sure make them look nice, and if you have the budget make them look real nice... but not to the detriment of other areas of your game. I want solid, fun gameplay over eye candy. *cough* quake 4 *cough*. "lets make the area that will slow down any computer - you know that one with the blue lighting through the fan above - yeah, lets make the player fight lots of guys there, you know, because they will be running at 10fps".
3 things to add, 1 thing to get right and 1 thing to remove.
Halo, Halo 2 was awesome for this.
2. More Multiplayer Modes / Easy ways to script multiplayer concepts
Zombie invasion, everyone has to defend.
'Gauntlet' - one team have a jeep, the other team have to stop them getting through the canyon.
Defend the house in COD2 Carentan Map
More coop multiplayer.
3. Environment Interactions / More Dynamicness
To be able to pull yourself up onto a ledge, catching a ledge, climbing a small wall. Seriously, we can do all these things in real live - why can't we do it in games? (Urban Terror)
Nice ways to crouch, prone, leap, dive, roll, climb ladders. The Specialists is a step in the right direction.
Ragdollingish - a merge between canned animation and physical interaction with the level. ie walking down stairs.
4. Standard or partially standard control schemes
I am very sick of fighting with the controls instead of playing the game. Ideally it would be instinctive how to control your character. Too little thought goes into this part of game development for my liking. This is your interface with the game, it should be as transparent as possible for you to enjoy the game.
5. Less empahsis on graphics.
Sure make them look nice, and if you have the budget make them look real nice... but not to the detriment of other areas of your game. I want solid, fun gameplay over eye candy. *cough* quake 4 *cough*. "lets make the area that will slow down any computer - you know that one with the blue lighting through the fan above - yeah, lets make the player fight lots of guys there, you know, because they will be running at 10fps".
3 things to add, 1 thing to get right and 1 thing to remove.
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