Originally Posted by boredgunner
This is delusional. Half Life hardly has any storytelling to begin with, and it wasn't even the first game to combine FPS gameplay with platforming. HL2 did have more story focus than any other shooter at the time, but the games I listed have a completely different approach to storytelling than HL2. "Highly inspired"? Where do you see these inspirations?
Every modern story driven FPS is inspired by the innovations HL set a very long time ago. Here are some examples of what people were saying in 2006.
Making a quantum leap in a genre is a pretty hard thing to do. The FPS genre has been full of significant technological accomplishments, but these have come to be expected by each iteration of the game. Either you build on top of a game engine or you develop technology. With that being said, I think the game that supplied the biggest leap forward in the genre is without question, Half-Life. While still built with existing tech, the gameplay and more importantly the story set the game apart from any other like it before it. Half life utilized the first person perspective to drive it forward from just mindless killing and allowed it to become mindless killing with a story context. Given the lineage of FPS games before it, I'd say that's a pretty big push forward.
-Dustin Clingman, Zeitgeist Games, Inc.
For me, Half Life made the biggest 'quantum leap' in the FPS genre with its inclusion of story-driven gameplay, which was executed superbly.
-Jools Watsham, KingsIsle Entertainment, Inc.
Before Valve's Marc Laidlaw introduced us to Gordon Freeman, the genre remained mired in the same "no plot to get in the way of the story" that marked the genre since Wolfenstein 3D and Doom. Half-Life drew us in with characters that fascinated, leaving us begging for a sequel -- not just for more great gameplay, but for a continuation of the story. No preceeding FPS had that, and the influence of that innovation can be seen in current titles like Prey and F.E.A.R..
-Christopher Dellario, WhatIF Productions LLC
By folding in story and adventure elements, [Half-Life] created a much deeper, more immersive experience than the pure shoot-em-ups that preceded it, a you-are-there action/horror experience that pulled as much from Aliens and Day of the Dead as it did Doom and Wolfenstein. And in doing so, it set a template for almost every FPS title in the future, from Deus Ex to Halo.
-Jordan Itkowitz, Rainbow Studios
[Half-Life] is the first time I can ever recall a 3rd/1st person view game where the cutscene unfolds "around" the player rather than infront of them as most games do. It also obviously was using fully realtime ingame scenes (using the game engine) rather than pre-rendered video. Even today many of the biggest titles still do not do either of these, which is a shame as the level of immersion is way beyond that of mere pre-rendered cut scenes, that are non-interactive.
Think of the intro of Half-Life, being in the train/cart, able to look around as much as you want, while being "moved" to your starting position. It is a image I'll never forget. Half-Life 2 carries on the legacy (introduction unfolds around you at the train station) but it can not compete against the impression that Half-Life gave me! BINK video and similar has served games well, but it is time for the game engines to do what they do best, immerse the player into the game world. Half-Life did this 8 years ago (which is like 40 years in gaming years), so in my eyes that makes it a pioneer in story telling for FPS games (as well as 3rd person view games).
Although it may have not been the first title to do so, Half Life certainly was one of the best examples of narrative in a FPS. By not breaking the perspective with cutscenes, Valve crafted a game where I, at least, really felt some involvement within the story, which didn't feel like some excuse to run down a corridor to shoot enemies. Even FPS games today that rely heavily on that run and gun type of gameplay (Prey, Black) would seem primitive now without some form interactive narative or experience during gameplay.
-Blaine Toderian, Veda Games
* Non enemy characters (as opposed to if it moves, you must kill it)
* Seamless area transitions (as opposed to end-the-level-buttons or areas)
* Things to interact with besides doors, leading to great problem solving levels
* A story that was experienced in play rather than told to youEdited by Archngamin - 11/11/13 at 7:19am