First-person shooter
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A first-person shooter (FPS) is a
The first-person shooter genre has been traced back to Wolfenstein 3D (1992) which has been credited with creating the basic archetype upon which subsequent titles were based. One such title, considered the progenitor of the genre's mainstream acceptance and popularity, was Doom (1993), often cited as the most influential game in this category; for years, the term "Doom clone" was used to designate this type of game, due to Doom's enormous success.[2] Another common name for the genre in its early days was "corridor shooter", since processing limitations of that era's computer hardware meant that most of the action had to take place in enclosed areas, such as corridors and small rooms.[3]
During the 1990s, the genre has been one of the main cornerstones for technological advancements of computer graphics, starting with the release of
Definition
First-person shooters are a type of
A defining feature of the genre is "player-guided navigation through a three-dimensional space." This is a defining characteristic that clearly distinguishes the genre from other types of shooting games that employ a
The first-person shooter may be considered a distinct genre itself, or a type of shooter game, in turn a subgenre of the wider
Game design
Like most shooter games, first-person shooters involve an
Combat and power-ups
First-person shooters generally focus on action gameplay, with fast-paced combat and dynamic firefights being a central point of the experience, though certain titles may also place a greater emphasis on narrative, problem-solving and logic puzzles.
First-person shooters typically present players with a vast arsenal of weapons, which can have a large impact on how they will approach the game.[9] Some games offer realistic reproductions of actual existing (or even historical) firearms, simulating their rate of fire, magazine size, ammunition amount, recoil and accuracy. Depending on the context, other first-person shooters may incorporate some imaginative variations, including futuristic prototypes, alien-technology or magical weapons, and/or implementing a wide array of different projectiles, from lasers, to energy, plasma, rockets, and arrows. These many variations may also be applied to the tossing of grenades, bombs, spears and the like. Also, more unconventional modes of destruction may be employed by the playable character, such as flames, electricity, telekinesis or other supernatural powers, and traps.
In the early era of first-person shooters, often designers allowed characters to carry a large number of different weapons with little to no reduction in speed or mobility. More modern games started to adopt a more realistic approach, where the player can only equip a handheld gun, coupled with a rifle, or even limiting the players to only one weapon of choice at a time, forcing them to swap between different alternatives according to the situation. In some games, there's the option to trade up or upgrade weapons, resulting in multiple degrees of customization. Thus, the standards of realism are extremely variable.[9] The protagonist can generally get healing and equipment supplies by means of collectible items such as first aid kits or ammunition packs, simply by walking over, or interacting with them.[25] Some games allow players to accumulate experience points in a role-playing game fashion, that can generally be used to unlock new weapons, bonuses and skills.[26]
Level design
First-person shooters may be structurally composed of
Multiplayer
First-person shooters may feature a
The classic types are the deathmatch (and its team-based variant) in which players score points by killing other players' characters; and capture the flag, in which teams attempt to penetrate the opposing base, capture a flag and return it to their own base whilst preventing the other team from doing the same. Other game modes may involve attempting to capture enemy bases or areas of the map, attempting to take hold of an object for as long as possible while evading other players, or deathmatch variations involving limited lives or in which players fight over a particularly potent power-up. These match types may also be customizable, allowing the players to vary weapons, health and power-ups found on the map, as well as victory criteria.[33] Games may allow players to choose between various classes, each with its own strengths, weaknesses, equipment and roles within a team.[23]
Free-to-play
There are many free-to-play first-person shooters on the market now, including Wolfenstein: Enemy Territory, Apex Legends, Team Fortress 2, PlanetSide 2, and Halo Infinite Multiplayer.[34] Some games are released as free-to-play as their intended business model and can be highly profitable (League of Legends earned $2 billion in 2017),[35] but others such as Warhammer 40,000: Eternal Crusade begin their life as paid games and become free-to-play later to reach a wider audience after an initially disappointing reception.[36] Some player communities complain about freemium first-person-shooters, fearing that they create unbalanced games, but many game designers have tweaked prices in response to criticism, and players can usually get the same benefits by playing longer rather than paying.[36]
History
Origins: 1970s–1980s
The earliest two documented first-person shooter video games are
A slightly more sophisticated first-person shooting mainframe game was
Early first-person shooters: 1987–1992
Id Software's
Rise in popularity: 1992–1995
Doom, released as
Doom has been considered the most important first-person shooter ever made.
Apogee's
Most shooters in this period were developed for IBM PC compatible computers. On the
Advances in 3D graphics: 1995–1999
In 1994, Japanese company Exact released
Shortly after the release of Duke Nukem 3D, in 1996, id Software released the much anticipated
Based on the James Bond film, Rare's GoldenEye 007 was released in 1997, and as of 2004 it was still the best-selling Nintendo 64 game in the United States.[67] It has been the first landmark first-person shooter for console gamers and was highly acclaimed for its atmospheric single-player campaign and well designed multiplayer maps. It featured a sniper rifle, the ability to perform head-shots, and the incorporation of stealth elements [7][21][68][69] (all of these aspects were also included in the game's spiritual sequel, Perfect Dark) as well as some Virtua Cop-inspired features such as weapon reloading, position-dependent hit reaction animations, penalties for killing innocents, and a newly designed aiming system that allowed players to aim at a precise spot on the screen.[67]
Though not the first of its kind,
Online wars and return of the console: 2000–2008
At the
Efforts to develop early
World War II Online, released in 2001, featured a persistent and "massively multiplayer environment", although IGN said that "the full realization of that environment is probably still a few years away."[82] Battlefield 1942, another World War II shooter released in 2002, featured large scale battles incorporating aircraft, naval vessels, land vehicles and infantry combat.[21] In 2003, PlanetSide allowed hundreds of players at once to compete in a persistent world,[83] and was also promoted as the "world's first massively multiplayer online first person shooter."[32] The Serious Sam series, first released in 2001, and Painkiller, released in 2004, both emphasized fighting waves of enemies in large open arenas, in an attempt to hearken back to the genre's roots.[84][85]
Doom 3, released in 2004, placed a greater emphasis on horror and frightening the player than previous games in the series and was a critically acclaimed best seller,[86][87] though some commentators felt it lacked gameplay substance and innovation, putting too much emphasis on impressive graphics.[15] In 2005, a film based on Doom featured a sequence that emulated the viewpoint and action of the first-person shooter, but was critically derided as deliberately unintelligent and gratuitously violent.[88] In 2005, F.E.A.R. was acclaimed[89] for successfully combining first-person shooter gameplay with a Japanese horror atmosphere.[90] Later in 2007, Irrational Games' BioShock would be acclaimed by some commentators as the best game of that year for its innovation in artistry, narrative and design,[91][92][93] with some calling it the "spiritual successor" to Irrational's earlier System Shock 2.[94]
Finally, the Crytek games Far Cry (2004) and Crysis (2007) as well as Ubisoft's Far Cry 2 (2008) would break new ground in terms of graphics and large, open-ended level design,[21][95] whereas Call of Duty 4: Modern Warfare (2007), Resistance: Fall of Man (2006) and its sequel Resistance 2 (2008) presented increasingly refined linear levels and narratives,[96] with the fast pace and linearity of the Call of Duty games bearing a resemblance to rail shooters.[97] BLACK in 2006 was considered to be a leader in cinematic game design, with strong sound design and destructible environments.[98] In 2007, Portal popularized the concept of puzzles mechanics in first-person perspective.[citation needed] In 2006, Gamasutra reported the first-person shooter as one of the biggest and fastest growing video game genres in terms of revenue for publishers.[99]
2008–present
Team Fortress 2, originally a user-made mod for Quake but made into an official product by Valve by its release in 2007, launched a new type of team-based subgenre called hero shooters, which consist of first-person and third-person shooters where players selected from one of several pre-made characters with existing weapons and skill sets, using those different characters effectively to complete objectives against their opponents.[100] The hero shooter genre had significant growth following the release of Overwatch in which refined the hero shooter formula by adding unique characters and larger narrative as they expanded the game in future updates.[101]
The use of motion-detecting game controllers – particularly the Wii's – "promised to make FPS controls more approachable and precise with an interface as simple as literally pointing to aim" and thus "dramatically reshape the first-person shooter." However, technical difficulties pertinent to functions other than aiming – such as maneuvering or reloading – prevented their widespread use among first-person shooters.[102] The Pointman user interface combines a motion-sensitive gamepad, head tracker and sliding foot pedals to increase the precision and level of control over one's avatar[103] in military first-person shooter games.
In the late 2010s, first-person and third-person shooters enjoyed a surge in popularity with the rise of
As Virtual Reality [VR] technologies are being developed, FPS games are being developed right along-side the various VR gaming platforms. The new immersive 3D environments using VR headsets and motion controllers enable some entirely unique experiences and mechanics for FPS games, such as physically ducking / dodging, precise control for throwing objects, and individual finger control, enhancing the interactivity with in-game wearables and other objects in the environment. VR Games naturally have a greater focus on the players' spatial presence and the 3D environment itself rather than the actual challenge / competitiveness of the game,[106][107] which also extends to first-person shooters, especially in the horror sub-genre.[106] Half-Life Alyx, released in 2020, is to date (2023) the highest grossing VR first-person shooter and is usually considered the first AAA title in VR.[108][109][110][111][112] While there is much hype in the Virtual Reality arena, it is still an emerging technology, and it has yet to be determined if VR FPS titles will become mainstream competitive or how these platforms will influence the genre in the future.[113] [114][107]
Research
In 2010, researchers at Leiden University showed that playing first-person shooter video games is associated with superior mental flexibility. Compared to non-players, players of such games were found to require a significantly shorter reaction time while switching between complex tasks, possibly because they are required to develop a more responsive mindset to rapidly react to fast-moving visual and auditory stimuli, and to shift back and forth between different sub-duties.[115]
See also
- First-person shooter engine
- List of first-person shooters
- Social interaction and first-person shooters
- Violence and video games
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Welcome to another installment of Game Collector, where GameSpot hunts for great deals on games so that you don't have to. This week we present 10 great games focusing on warfare, from small-scale to epic-scale. Half of these are first-person shooters, while the other half are strategy games. Two popular PC gaming genres--one all-important, always-relevant subject. So if you're interested in modern or historical warfare and other military maneuverings, or if you just want some great games to add to your collection, then this week's Game Collector is for you.
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External links