Gindaff said:
I'm doing some research work for my game design course at college, and I can't find many opinions online about what makes a good FPS... So, opinions? Personally I enjoy balanced games with an element of customization.
When asking yourself broad questions, you must first ask yourself "What kind of FPS are we talking about?".
There is no universal standard for FPS's, it can range from fast-paced lone-wolf titles such as Call of Duty to the more realistic and tactical Battlefield series. Different FPS's will focus on different things, there is no way for developers to make an universal FPS that has everything.
If you are making something like Call of Duty, which is based around being able to just drop in and drop out whenever you feel like it (people with jobs might not have as much time to invest in games, they just want something they can play right away for 30 minutes) you will need to make sure that the player's progress and performance is not dependent on other players. You should be able to perform well without having to deal with squad-members and such, i.e. little to no player investment.
However, if you were to make a game such as Battlefield, you would need the opposite. Player investment would have to be critical in determining whether you win or not, with loads of ways and opportunities for team-play. The squad system in the Battlefield series is a great example of player investment paying off greatly, as it can give you huge advantage against someone who doesn't utilize it.
There are, of course, technical issues that always need to be addressed. Things like input lag can just completely wreck the game, as well as wonky bullet-physics.
So if you need more information for your paper, narrowing down and categorizing what kind of FPS's there are is crucial, its important that you don't end up going everywhere without touching upon anything.