Remember how THQ wanted to convince us that Homefront would make killing carry an emotional impact? And how it failed utterly the moment your character's rescuer slammed a truck into your bus killing other prisoners?
I had a funny thought about how to give an FPS that impact. Play as the faceless mook.
Now hear me out: the enemies in most FPS games these days wear uniforms, and more often than not they obscure the facial features. Other shooters eschew this approach and go the alien enemy route. What this does is lessen the psychological impact that firing the weapon at the enemy causes. It's much easier to fire a gun at a Stormtrooper or an alien than at a person with a face. The face obscuring masks and helmets allow the player to distance themselves from the enemy, making it feel morally appropriate to kill them, since they don't look like 'real' people.
But what if you were the faceless mass? Here's what I had in mind. The cutscenes of the game would focus on a group of characters, and follow their story as they travel through the world. Through the cutscenes, the player gets to know and come to like these characters enough to connect with them. And then during gameplay, the player takes control of the opposing side, with their goal to attack and kill the people they've come to know and like. It would make killing them harder, and also provide an interesting flip of perspective in modern shooters.
What do you think of this idea?
I had a funny thought about how to give an FPS that impact. Play as the faceless mook.
Now hear me out: the enemies in most FPS games these days wear uniforms, and more often than not they obscure the facial features. Other shooters eschew this approach and go the alien enemy route. What this does is lessen the psychological impact that firing the weapon at the enemy causes. It's much easier to fire a gun at a Stormtrooper or an alien than at a person with a face. The face obscuring masks and helmets allow the player to distance themselves from the enemy, making it feel morally appropriate to kill them, since they don't look like 'real' people.
But what if you were the faceless mass? Here's what I had in mind. The cutscenes of the game would focus on a group of characters, and follow their story as they travel through the world. Through the cutscenes, the player gets to know and come to like these characters enough to connect with them. And then during gameplay, the player takes control of the opposing side, with their goal to attack and kill the people they've come to know and like. It would make killing them harder, and also provide an interesting flip of perspective in modern shooters.
What do you think of this idea?