I didn't like Deus Ex because you were supposed to be some super-awesome agent but you couldn't hit the broad side of a barn with your handgun unless you trained it up. Most RPG elements seem rather arbitrary and crude in the FPS environment. A lot of DE's little 'choices' are lost on joe Q. gamer because the game is too long and the choices are too insignificant in the scheme of things. If you want to demonstrate that your game has a lot of different and divergent choices make it short and let the average player go through it more than one time, even encourage that type of play.
Doom 1 became a smash hit because the first episode was probably the best official set of doom levels except maybe Doom 64. The first episode of Doom 1 was well-balanced and interesting in the way that the later episodes of 1 and much of 2 were not. Doom 3 was an attempt to try and be a doom game and make it much more of a narrative. It's kind of important to note that Doom 1 was originally meant to be much more narrative and story-based than it was but these elements were cut to focus on the 'real game'. Doom 3 is a bit more interesting than Doom 1 in the narrative aspect, but did not have very good level design. Shame, too, because there were a lot of interesting ideas there.
On an interesting note you guys say there have been no sandbox FPSs but Boiling Point was a sandbox FPS with a gigantic map and vehicles. It was a buggy mess but it was rather interesting in that regard. The real problem with wide open sandboxes is making them have stuff to do. Developing interesting content that isn't repetitive in these types of games is a difficult challenge.
Doom 1 became a smash hit because the first episode was probably the best official set of doom levels except maybe Doom 64. The first episode of Doom 1 was well-balanced and interesting in the way that the later episodes of 1 and much of 2 were not. Doom 3 was an attempt to try and be a doom game and make it much more of a narrative. It's kind of important to note that Doom 1 was originally meant to be much more narrative and story-based than it was but these elements were cut to focus on the 'real game'. Doom 3 is a bit more interesting than Doom 1 in the narrative aspect, but did not have very good level design. Shame, too, because there were a lot of interesting ideas there.
On an interesting note you guys say there have been no sandbox FPSs but Boiling Point was a sandbox FPS with a gigantic map and vehicles. It was a buggy mess but it was rather interesting in that regard. The real problem with wide open sandboxes is making them have stuff to do. Developing interesting content that isn't repetitive in these types of games is a difficult challenge.