It's time for the FPS to split in different sub-genres.

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Stavros Dimou

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Mar 15, 2011
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There are many genres in video games.
When a genre becomes popular enough and there are developers with enough different ideas that end up creating enough different games from some others,usually a genre has to split itself in sub-genres.
That's what happened with RPGs some time ago.
They split to two different major genres: The Western RPGs and the Japanese RPGs.
These two genres have different gameplay mechanisms,and they follow different directions,and these differences make them quite different experiences,and thus people split the RPG genre to two different sub-genres.
They are both RPGs,but they play so differently they deserve to being characterized with some different name.

I think it's about time the same thing to happen to the FPS.
For years the FPS followed a different logic:
Whenever a good game offered a new gameplay feature,the rest of the games in this genre would copy and adopt that feature.That way the FPS kept evolving in to something that became more and more different from the first games.
Instead of watching developers differentiate themselves and say "No we won't adapt these new features but we are going to keep our gameplay the way it was always been" like RPG developers did,FPS developers say "Yes,whenever a game sells well and has a new feature,we will adopt this feature whatever happens".
Through many changes,the FPS evolved in to something with very different gameplay and design direction that it once had.
But there is a problem in that.
The problem is that there are many gamers out there who just didn't liked some gameplay changers that became standards in the genre.
The genre evolved so much from what it was,that many people who liked it in the past now they don't,and they express their disappointment that they don't get any games with the gameplay they like anymore.

Let's use a music genre as an example.
There are lots of people who like Heavy Metal.Far later after Metal was founded,some people started changing their play style and lyrics,and created Emo. Imagine if all Metal bands would turn to emo.Metal fans would become outraged and disappointed.Fortunately this never happened,and emo is being considered as a sub genre of a larger genre,and not an evolution of the whole genre.
But unfortunately something like that happened in a video game genre,the FPS.

The FPS games started becoming something very different than what they where.
Once upon a time FPS games had a load of about 30 to 60 levels,and a basic factor of their gameplay was exploration.
In wolfenstein 3d,Doom,Duke Nukem 3D etc,the role of exploration was very big,and to offer you the fun of exploration developers created Large complex levels stuffed with secret areas to reward you for exploring.At many of those games you would even get lost trying to find a way out of the maze like levels.
Another element of FPSs was that they where made in order for you to have fun shooting enemies.
These games had variety of different enemies to enjoy killing them,and offered you a great variety of weaponry that you could carry with you,so you can have fun killing your enemies with different ways.Goldeneye had 31 different guns.
Another core part of FPSs was the lots of things developers added to their games to improve their replay value.Secret levels,secret rooms,unlockable stuff like extra guns that you unlock after you beat the game in a difficulty level,etc.
And of course we shouldn't forget that a basic core element of FPSs was the Survival factor.
FPSs where games made for survivalists,and where all designed so they can give you that feel that Fallout: New Vegas gives you with each 'hardcore' mode.
In FPSs you had to eat to get back your health,conserve the ammo you got,and be extra careful when fighting enemies because health was not regenerating.

How the genre evolved,and how it is now ?
Modern day FPSs lacked what made old FPSs fun,and their feel.
The basic elements of exploration and survival based gameplay and feel are missing.
The features that the games would include to reward you for playing,like the accomplishment feeling you would get whenever you would discover a secret area is missing.
The core idea that FPSs would offer you fun by allowing you to watch how different enemies would die with different weapons,is forgotten since most games tend to only have a single or two variations of enemies,and the weapons they include are small in number,and those games also limit you on how much weapons you can carry.
The things that would add replay value like unlockables are missing.

So,FPS games ended up missing lots of things that made them funny in the past,things that many people loved and don't get in modern games.

But what modern FPSs are giving us instead ?
Modern day FPSs have taken a different direction.
They focus too much on becoming like movies,they are movie wannabes.
How that inflicts in to the games ?
The core element of fun that would be watching hundreds of enemies getting killed by your guns and feel good for it,is replaced with another core element,the one that provides fun by watching your character how he does and what happens to him in a move like way.
That means that gameplay becomes more simplistic or "streamlined" or "dumbed" as some people like to call it,so the game can be a more passive entertainment,like movies are.
In favor of making FPS games feel more like movies,the trend is to add lots of cutscenes,and restricting the things the player can do in the game.
The games doesn't get secret rooms or unlockable content because they would make games feel less like movies.
Level design also suffers restrictions,as levels become more linear,so you can only go the places and do the stuff that the scenario tells us to do,as protagonisst in a movie would do.
The number of the levels is also hitting low limits,in order to make the games last shorter,since movies are shorter and those games have to feel like movies.
We watch FPS games become more restricting,linear,simplified,short games with more cutscenes and scenario and less gameplay.


Now that I cleared up how there are two different schools in the FPS genre,I should say that none of these two is better or worse than the other one.
Both styles are enjoyable by different gamer demographics,and it's up to someone's personal taste what he likes better or not.
Somebody hopes that FPSs one day will be even more like movies,perhaps short 2 hours experiences where you watch a large cutscene and you only press some buttons QTE style to make the plot move ahead,while somebody else hopes that FPSs will return to their roots and become larger and deeper experiences.

Because of that,I think that both demographics should get to play the games they like. :)
I think that the FPS genre should officially be split in to two sub-genres so both players that want a more 'gamecore' experience with games that play like games,and players that want a more 'movie like' experience with games that play like movies,have tons of games to play!
Developers IMO should start clearing up their minds when they say that they will make a new FPS game,and have a clear idea of the direction and the sub-genre their game is going to be.

These are the two different sub-genres:


1)Gamecore FPS
At this sub-genre you got medkits,you can carry all the weapons you can find,it has large non-linear levels allowing you to explore,and have secret rooms and unlockables.It emphasize in the fun of shooting,exploring,discovering,and interacting with the world.
They are made up the same way a fun park is made up.That means that they have many things for you to have fun,even if they don't make lots of sense in reality or can't be explained in a movie like script.
These games doesn't forget that they are games,and are designed like ones.


2)Cinematic FPS.
Games of the second sub-genre have health regeneration,a weapon limit,linear levels,and doesn't have secret rooms or unlockables.
They emphasize in the fun a movie could give you,having lots of cutscenes,making you walk in linear levels to follow the movie-like script well,and their gameplay is more passive and simplified because it doesn't want to attract your attention with funny gameplay stuff,but they want you immersed in the game's movie like plot.They usually last as long as a big movie. (3-4 hours)
 

Erana

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Feb 28, 2008
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Eh, I'd group it in "Doomlike," indicating the early days in FPS where facing one direction meant you could shoot anything in that vicinity, even if they were 50 feet in the air.
A lack of real Y axis makes quite a difference in gameplay to me.

Then there's the "Extreeeeeme" FPSs, where everything's fast-paced, you carry as much gadgets as you want and gameplay comes first. Generally your "Gamecore" sub-genre.

Then in your cinematic FPS group, I'd have to draw more lines.

There's FPSs that are so engrained with RPG-like elements and storytelling, like System Shock, Strife, or Thief, that it does them injustice to just slap "FPS" onto them.
(Well, thief is kinda a genre founder, but still, it does build its house on the FPS foundation)

And then there's the action-y FPSs with character and story, where I'd stick a lot of games, including TF2 and Halo.

And then there are the cover-based shooters...
 

CleverNickname

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Sep 19, 2010
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We have sub-genres. The boring, creatively bankrupt tripe is already called "Military Shooter". Which are still different from "Tactical Shooters". Maybe pure Multiplayer Shooters are one as well (except then you have obvious MP shooter with a tacked-on forgettable SP campaign blurring the line). Horror/Survival Shooters too, perhaps? Don't know what else, I'm sure others can think of something.

I don't know the name of the fun crazy nonsense shooter, but what does it matter, nobody's made one since HL2:2. DNF doesn't count, it's only the prime example of how devs (or publishers) inexplicably have no idea of today's shooter landscape.
Okay, fine, the Halos maybe count, but I don't have an XBox, so what do I care - I'm talking proper shooters, not console shooters.

And there lies the real divide. I'm not a console-hating PC Elitist who unironically quotes Yahtzee's Master Race joke. I'm playing two console games on the PC right now (Darksiders and Alice) and they're perfectly fine. But the difference between All That Is HaloCoD and the Delightful Days of Doom is that HaloCoD was designed for the controller and the Doomlikes weren't.
There was another thread here last week about how the controller limitations lead to all the changes in gameplay and leveldesign and it was spot-on. Better written and without bias it could have been an encyclopedia entry. Because it is fact. You cannot disagree. Water is wet, the Earth orbits the sun, console shooters are simplified because of control limitations.

What I don't know is why everything became brown-grey. Halo is green-blue and the Reality is ... well let me put it this way, my apartment building is yellow-white and the one across the street is light pink. I'd like to see that on the cover of Modern Blahfare 3.
 

Weaver

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Apr 28, 2008
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Don't we already have a divide between Tournament Shooters and modern military shooters?
 

ploppytheman

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May 15, 2010
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There already are different types of FPS namely:

Realistic - GRAW, Battlefield, Modern Warfare
Arcade - Halo, Quake, TF?

Now I know these arent pure types but generally these would be considered two types of shooter and agreed upon.
 

NightlyNews

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Mar 25, 2011
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ploppytheman said:
There already are different types of FPS namely:

Realistic - GRAW, Battlefield, Modern Warfare
Arcade - Halo, Quake, TF?

Now I know these arent pure types but generally these would be considered two types of shooter and agreed upon.
How is modern warfare not in the arcade type?

It's balancing is based on gameplay over realism and is therefore arcady. Arcady isn't an insult btw because tf2 is by far the best game in your list.
 

coolguy5678

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Apr 1, 2010
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From a game mechanics-orientated perspective, I've always decomposed FPS into the "Quake subgenre" and the "Counter-Strike subgenre", for lack of better names. Quake-FPS games have:
* high mobility - often including advanced mobility techniques like bunny-hopping or rocket-jumping
* high health pools - with full health, you can survive a rocket to the face, and the length of encounters is generally measured in seconds rather than milliseconds
* a variety of weapons with varying mechanics, requiring different skills - projectile weapons like the rocket launcher as well as hitscan weapons like the railgun and lightning gun
Examples: Quake (duh), UT, TF

CS-FPS games have:
* low health pools - encounters end in a fraction of a second after they started
* mostly hitscan weapons - generally the assault rifle/SMG (mechanically speaking, these are the same, so I group them), shotgun, sniper rifle trio
* locational damage - almost all weapons will do significantly more damage with a headshot, for example
Examples: CS (duh), CoD

This is a spectrum rather than a binary distinction, and some games don't really fit.

I think it is time that we stop creating all these stupid sub genres. They are completely useless titles that do nothing at all except to confuse people.
Disagreed: I enjoy Quake-FPS but can't stand CS-FPS, for instance, so the distinction is useful in my case. I'd imagine there are other people like me, and people the other way around. (Getting off-topic here, but I actually think CS-FPS and most third person shooters have more in common than CS-FPS and Q-FPS do; the FPS/TPS divide is pretty naive and face-value and isn't as important as people make it out to be.)
 

TrevHead

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coolguy5678 said:
I think it is time that we stop creating all these stupid sub genres. They are completely useless titles that do nothing at all except to confuse people.
Disagreed: I enjoy Quake-FPS but can't stand CS-FPS, for instance, so the distinction is useful in my case. I'd imagine there are other people like me, and people the other way around. (Getting off-topic here, but I actually think CS-FPS and most third person shooters have more in common than CS-FPS and Q-FPS do; the FPS/TPS divide is pretty naive and face-value and isn't as important as people make it out to be.)
Agreed, there is a great deal of difference between a COD / Halo styled FPS which are very popular atm and the Quake 2 , Serious Sam FPS which I am a big fan of.

It was this distinction that some fans brought up about DNF. It would be nice if more ppl in the industry classified their FPS' into subgenres so that gamers know excatly what they are getting. It wont happen though as devs do want to limit themselves to one demographic, instead theyld rather make games that try to appeal to every FPS gamer (EG Serious Sam 3 which will have modern weapons and iron sights (FFS!)