There are two main kinds of first person shooters. One is AI based and one is the rollercoaster ride.
The AI based one is Half-Life, Crysis, FEAR. These are the FPSs that are actually based on shooting, so they require:
-Great gunplay. FEAR is an example of this. Guns should feel great to use and sound great. Enemies should also be satisfying to kill, even when difficult to kill (e.g. in what Homefront should have been, you may find it incredibly difficult to kill the Koreans, but the game should still feel satisfying and not have tedious gunplay).
-Great AI. The AI should be trying to outsmart you. An example of this is Crysis.
-Great level design. The levels should be designed with multiple approaches. The stealthy route to flank, the frontal charge with cover that can be made use of and such. Levels should complement the AI and be based around the game's style. Don't add unecessary paths, keep everything as simplistic and clear as possible. One example of this is Brothers in Arms: Road to Hill 30. There are multiple ways to destroy an enemy position and everything is clearly laid out for you.
-Stealth as well as gun crazy. Stealth should always be an option and it should work as well as anything else in the game. However, you should never automate stealth kills, because it removes the player from the action.
-Variety versus quality. Make sure to vary everything but consider quality at the same time. FEAR is a very 1-note game and that works for it because the gunplay and AI are so great to fight. However, even FEAR varies the elements of the game. Crysis, for instance, has far too many unecessary elements. I don't need to drive a tank or a helicopter. The game can be great without resorting to varying up for the sake of unecessary variety or for a bulletpoint on the back of the box.
General points:
-No cutscenes. A great first person shooter will make you do what needs to be done for the storyline. Slow motion should not be spammed and the game should guide you in such a way that no cutscenes are needed, which take you out of the storyline. Half-Life 2 is the best example of this, while Bioshock is a bad example. If I remember right, a cutscene triggers when you kill Andrew Ryan, which is silly. The game should make you want to kill him or make you struggle against the controls. Never take the player out of the action. Ever.
-Never take the player out of first person. Ever. This is a pretty obvious one.
-No quick time events. Base everything around a player's input device. If he needs to avoid an enemy attack, assign to a button an action that allows him to duck or roll, don't boil it down to "press X to avoid attack".
-Great graphics. The game has to be great to look at because the entire point of the first person view is to be immersive. An ugly game is not immersive.
-Don't put in multiplayer unless the game is designed around multiplayer.
Rollercoaster ride:
-A lot of variety. Half-Life 2 is the best example of this again. It's not so much a shooter as it is an empty cube in which the designers spawn whatever ideas they need to fit the situation, whether it be a car chase, physics puzzles, etc.
-Focus not on shooting. Guns should be relatively satisfying, but shouldn't be the focus. The focus has to be the story here and the varied gameplay elements.
-Enemy AI only needs to be as good as the game requires it to be, the target shouldn't be great AI if it doesn't serve the game well.
-Great story or at least great storytelling.
I think that's enough for now.
The AI based one is Half-Life, Crysis, FEAR. These are the FPSs that are actually based on shooting, so they require:
-Great gunplay. FEAR is an example of this. Guns should feel great to use and sound great. Enemies should also be satisfying to kill, even when difficult to kill (e.g. in what Homefront should have been, you may find it incredibly difficult to kill the Koreans, but the game should still feel satisfying and not have tedious gunplay).
-Great AI. The AI should be trying to outsmart you. An example of this is Crysis.
-Great level design. The levels should be designed with multiple approaches. The stealthy route to flank, the frontal charge with cover that can be made use of and such. Levels should complement the AI and be based around the game's style. Don't add unecessary paths, keep everything as simplistic and clear as possible. One example of this is Brothers in Arms: Road to Hill 30. There are multiple ways to destroy an enemy position and everything is clearly laid out for you.
-Stealth as well as gun crazy. Stealth should always be an option and it should work as well as anything else in the game. However, you should never automate stealth kills, because it removes the player from the action.
-Variety versus quality. Make sure to vary everything but consider quality at the same time. FEAR is a very 1-note game and that works for it because the gunplay and AI are so great to fight. However, even FEAR varies the elements of the game. Crysis, for instance, has far too many unecessary elements. I don't need to drive a tank or a helicopter. The game can be great without resorting to varying up for the sake of unecessary variety or for a bulletpoint on the back of the box.
General points:
-No cutscenes. A great first person shooter will make you do what needs to be done for the storyline. Slow motion should not be spammed and the game should guide you in such a way that no cutscenes are needed, which take you out of the storyline. Half-Life 2 is the best example of this, while Bioshock is a bad example. If I remember right, a cutscene triggers when you kill Andrew Ryan, which is silly. The game should make you want to kill him or make you struggle against the controls. Never take the player out of the action. Ever.
-Never take the player out of first person. Ever. This is a pretty obvious one.
-No quick time events. Base everything around a player's input device. If he needs to avoid an enemy attack, assign to a button an action that allows him to duck or roll, don't boil it down to "press X to avoid attack".
-Great graphics. The game has to be great to look at because the entire point of the first person view is to be immersive. An ugly game is not immersive.
-Don't put in multiplayer unless the game is designed around multiplayer.
Rollercoaster ride:
-A lot of variety. Half-Life 2 is the best example of this again. It's not so much a shooter as it is an empty cube in which the designers spawn whatever ideas they need to fit the situation, whether it be a car chase, physics puzzles, etc.
-Focus not on shooting. Guns should be relatively satisfying, but shouldn't be the focus. The focus has to be the story here and the varied gameplay elements.
-Enemy AI only needs to be as good as the game requires it to be, the target shouldn't be great AI if it doesn't serve the game well.
-Great story or at least great storytelling.
I think that's enough for now.