migo said:
When Red Orchestra comes out having the small difference of not showing how much ammo you have left, it's not criticised for having a small change and otherwise being similar to other WW2 shooters. Insurgency and Operation Flashpoint don't get criticised for being unoriginal.
There's a reason for it, there's a pretty good formula that has been figured out, you carry a gun in front of you, look down the sights, try to shoot someone else before they shoot you, pick up ammo, and so on. Each game has its own tweaks, but at the core, that's what FPS fans like in their games, even though there isn't a huge difference between games running on the Quake 2 engine and running on the Unreal 3 engine.
The facts seem to be that invention in first-person shooters tends to be gimmicky - new features are slotted in without properly integrating them into the overall gameplay. As such, they never really catch on, like destructible scenery in the
Red Faction games. That said, FPS games
have gotten slack for being derivative, particularly later Second World War-based
Call of Duty and
Medal of Honor games.
migo said:
Now with RPGs, it seems you have to be entirely original. If you use a turn based combat system that's fine for playing FF1 even (it's the open world with complete lack of direction that's the problem with it), and works great in FFX as well, it's a mark against the game. If you have a linnear story with cut scenes it's considered a mark against the game, and if you use a character with amnesia it's considered cliche.
On the other hand, RPG games are very story-based games. The reason that a standard turn-based combat system, as seen in pre-ATB
Final Fantasy games, is seen as a mark against recent RPGs is that it feels rather static. Even the ATB system in later
Final Fantasy games, let alone something like Sabin's Blitz techniques in
FF VI or some of the techniques in
Super Mario RPG, feels more urgent and more dynamic than the earlier forms of turn-based combat, even if they do just incorporate little features that would be seen as gimmicky in the first-person shooter genre.
But this is just talking about JRPGs here, and missing another part of the genre which is rather important: the Western RPG. These games are usually ultimately derived from tabletop RPGs. The reason why tabletop RPGs have turn-based combat is usually because the referee (Game Master, et cetera) can't calculate fast enough for real-time action, and the players can't think fast enough in such abstract settings. With a computer, the world can accurately be depicted fast enough to allow for real-time combat on formerly turn-based rules. There haven't been many pure turn-based PC RPGs since the days of
Fallout.
Furburt said:
migo said:
The difference between Operation Flashpoint is about as minimal as the difference between Infinite Undiscovery and Final Fantasy XII. You can say they're completely different, but there's more that's the same than that's different.
Erm, no, I'm afraid. First off, Operation Flashpoint (The original, and the ArmA sequels which followed), aren't even FPS's, it's entirely possible to play the game totally third person. It's got a fully dynamic shooting mechanic, which almost no other game has, as in rather than having a weapon floating in front of your face, the weapon totally relates to how your body is moving. You might call that insignificant, but it totally changes the feel of the game. Add to that the games have dynamic campaigns, full vehicle and aerial combat. Arma II has dynamic consequences for each mission, no scripting for enemy behavior, beyond simple move commands, the AI thinks for itself. Basically, the way the games feel, and play and fold out, is distinct from every single other FPS out there.
Like Furburt, I'm an avid player of
Operation Flashpoint and its sequels. Unlike Furburt, though, I've also had a decent amount of experience with
Final Fantasy games, and with JRPGs in general. While I've never completed a
Final Fantasy game - something which I am disappointed with myself about - I have played probably in excess of one hundred hours of games in the series, and have completed a number of JRPGs.
I'm going to have to go with Furburt in saying that
Operation Flashpoint is really unlike any other first-person shooter on the market. The things which Furburt said all apply, but there are other distinct differences as well. Unlike most FPS games, which transition between parts of the game with loading screens,
Operation Flashpoint loads all of its terrain detail into the game in the background. Yes, this same method is used in the
Metroid Prime games, but I've never seen another game do it with pre-designed (not procedural) maps on such a scale as
Operation Flashpoint. The engine is capable of simulating a map more than 10,000 square kilometres in area.
What's more, it's not exactly commonplace for people to be able to play games on the same engine used for fully-featured military combat simulators. Apart from
Operation Flashpoint,
ArmA: Armed Assault and
ARMA II, I can think of
Steel Beasts, and that's a tank simulator, not a first-person combined-arms simulator.