I literally cannot remember the last FPS I played that had NPC allies that could be killed. It has basically become a staple feature of the genre. Sure, sometimes there are nameless grunts on your side who can be gunned down, but even they usually die scripted deaths just to highlight the supposed danger the player is facing (for a particularly egregious example, play the Vorkuta mission in Black Ops; almost all of the NPC prisoners die the same way every playthrough).
I look back to the old days of Perfect Dark and Rainbow Six with nostalgia. The reason I liked having NPCs that could die is that it made me feel more like I was merely part of the action, rather than the focal point, and the action was real, not just that everyone was making a fuss of fighting to entertain me. I also liked knowing that enemies would actively combat NPCs, and not just all aim for me like I was wearing a giant neon sign.
Now I'm sure many of you will argue that mortal NPCs automatically equals the dreaded ESCORT MISSION, but AI has come a long way from the N64 generation. Also, there can even be a happy medium: instead of NPC allies getting killed permanently, there could be a mechanic where when story-critical NPCS take enough damage they become incapacitated, and the player or another NPC must "revive" them in some manner. This way players are not punished for stupid suicidal AI, but at the same time, you cannot just hide behind cover while your computer-controlled comrades kill everything (*cough* Cuba mission *cough*).
I look back to the old days of Perfect Dark and Rainbow Six with nostalgia. The reason I liked having NPCs that could die is that it made me feel more like I was merely part of the action, rather than the focal point, and the action was real, not just that everyone was making a fuss of fighting to entertain me. I also liked knowing that enemies would actively combat NPCs, and not just all aim for me like I was wearing a giant neon sign.
Now I'm sure many of you will argue that mortal NPCs automatically equals the dreaded ESCORT MISSION, but AI has come a long way from the N64 generation. Also, there can even be a happy medium: instead of NPC allies getting killed permanently, there could be a mechanic where when story-critical NPCS take enough damage they become incapacitated, and the player or another NPC must "revive" them in some manner. This way players are not punished for stupid suicidal AI, but at the same time, you cannot just hide behind cover while your computer-controlled comrades kill everything (*cough* Cuba mission *cough*).