FPS Combat-System Innovation

Discuss game development design and post your game ideas

Post » Sat Aug 18, 2012 5:15 am

fellow indie developers, i'm creating this post as a means of exploring innovation in shooter-games...kind of like an article you'd read somewhere like gamasutra.com but an interactive version that evolves by members like yourself.

I'm working on a action-shooter game and would i'll like to hear your-opinions...i don't want to assume that my ideas for a new game are necessarily "correct" or even "innovative" in this genre, rather I'm asking my fellow peers for your ideas: [1] what aspects of shooter-games do you find most over-used and boring, [2] what would you love to see in shooter-games, but have not seen incorporated?

the genre is saturated by competition (good and bad), and by too many "me-too" copy cat games, and very little new and truly fun innovations. so i'd like to take the opportunity to ask you for your opinion on how to bread new life into a stagnate genre? we can define this broadly, for example: better combat-system (if you have any suggestions), better this, more of the other, less of something else, etc.
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Post » Sat Aug 18, 2012 7:41 pm

I find a lot of aspects in shooters over-used.
Maybe a little boring..
But its used time and time again simply because - it works!
A lot of the systems in FPS with appear time and time again, do that because they are good and players love it.

I'd like to see more FPS games which don't include normal guns or weapons, but instead make use of more dynamic weaponry, such as a grappling hook.
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Post » Sun Aug 19, 2012 12:16 pm

If you have ever heard of Day Z

I like what they did in the not traditional shooter aspect..

Its not just run and gun CoD
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Post » Sun Aug 19, 2012 12:17 pm

Also there was some awesomely weird RTS-FPS games that i played a long time ago and i really enjoyed them :)
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Post » Sun Aug 19, 2012 2:45 pm

Rory, Setthh thank you for taking the time and giving me your feedback; i appreciate it. Setthh do you remember the name of the RTS-FPS games you played?
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Post » Mon Aug 20, 2012 12:07 am

No sorry But ill look around for it and see if i can find its name
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Post » Mon Aug 20, 2012 5:02 pm

I think one thing that's missing from a lot of shooters is variety. Peopel get bored of teh slew of black and brown hunks of metal all derived from teh same thing that you throw at them.

What comes to mind with a great shooter is Ratchet and Clank or Team Fortress 2. They have such a wide array of imagination, innovation, and even comedy with their weaposn that it's a refreshing feeling from what you normally see.

Another great addition to shooters is mobility. Games like Brink, Mirror's Edge, and Gotham City Imposters all allow players a freedom of movement that is hard to give up when they decide to play another game. While each of those games has their flaws, they have an underlyign freedom that can really grab players.

That's just to keep things fresh though. When you want true innovation, that's all about you. Innovation has to come from you. Whether you want to innovate story, gameplay, or design is soemthing you have to decide. Doing several is possible but can be a large undertaking. Ultimately, innovation is just blending an idea into the popular format. It's tough to get the perfect mix, but when you do, you can really make a change in the medium.
Acrolith2012-08-20 17:10:23
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Post » Mon Aug 20, 2012 7:57 pm

First of all, FPS games used to be my favorite along with flight sims. There are 2 shooter games that I can think of off the top of my head that really stood out to me. One was Half-Life and the other Thief.

I loved Half-Life not just because of the gameplay, but because of the way they incorporated the story into the game. I'm not one for enduring much text or chat in my FPS games and I thought they created a great balance that let me feel like I was never too far from the action. Plus the game played like you were reading a book. I HAD to find out what happend next! Swinging a crowbar was icing on the proverbial cake.

Thief on the otherhand wasn't so much about story for me as it was about great game mechanics. Your main weapon was a bow and arrow and if you pulled the string back for too long you began to shake and aiming became problematic. Also, you had different types of arrows like water arrows to put out torches. And an indicator to tell you how visible/audible you were to the guards. That game literally made my palms sweat I'd get so into it.

I could go on but that's the short version. :)

Talinthor2012-08-20 19:59:02
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Post » Tue Aug 21, 2012 4:05 am

Acrolith, Talinthor thanks for the honest feedback, that's exactly what i was looking for: other fellow gamer's experiences and personal suggestions. thanks again, i appreciate you taking the time to read and reply to my post.
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Post » Thu Aug 23, 2012 12:33 pm

Fully agree with talinthor, theif was a great idea no dout about it! Though half-life holds the key. Story telling within a game. A great story puts you into the game. I find that games went backwards with story telling. After all story telling is what made final fantasy so popular. The campaigns these days are run here, get shot at, kill them and repeat it all again. Once that mission is over get some cutscene which makes no sense then do it all again. Or it seems that way to me. Half-life had you hooked from the word go. Sitting on the train with all the credits watching all different things happen. Like the copper trying to get in a door but can't find his keys. Then on half-life blue shift expansion you seedr freeman go past on the trian and you are the copper trying to get in the door! Anouther great game which had it spot on then went down hill was vietcong! Damn that was amazing. You start off on a helicopter the copter lands on the base you then have to get weapons training talk to others on base. After each mission you end up on base at the end. Eventually you have to defend the base from a massive attack. It made you feel as if you were there, something you don't get now. Ofcoarse though they made a vietcong expantion with a whole new story... Well i mean mission, cutscene, mission then cutscene. Then same again in vietcong 2. So yeah the key for me is making you feel like you are there not just along for the ride. I'll shut up now lol. Though serously if you haven't played a game like that try getting a copy of vietcong the original. Gamefreaks12342013-06-30 12:25:11
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