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REthinking the First Person Shooter

post #1 of 11
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i had some really great ideas for a first person shooter but that i think could in theory revolutionize the genre, and im curious why they have never been thought of before..and taking a new approach on the graphics the game would be built on

-use of a lower end graphics engine AND (possibly crazy) market it as such! emphasize the never endign replay value and gameplay at the cost of a slightly less PC taxing graphical monster

- per poly hit detection, if anyone has played time crisis 2 (mayeb 3 never played) how fun was it to feel the simulated recoil and actually see your enemy bounce around as he was hit (ragdoll physics are a must)

-real time blood loss contributing to death and injury system..lets say you are hit with a bullet in the ankle..you wobble around (cant regain health) and your mvoement speed is slowed and your aim is less focused..a gernade explosion blasts you into a building breaking an arm and leg (gun is dropped, you fumble around).bullets hittign certain target points (a simulated artery system) will cause that player to die over time (10-15 seconds?)

- Reactive vision to the damage you take..lets say you are at the opposing end of someoens gunfire and he blasts you in the shoulder..it nails you and it smacks you backwards or to the side..your arms flail as you try to reutn fire or the gun is blasted otu of yoru hand..the point is you see all this and you dont stand there like a drone in every other FPS to date

-A soundtrack that actually does something to motivate you! i remember when old PS1 games had sweet heavy metal soundtracks.. i would love to see that incorporated into a modern online FPS game, soilwork, fear factory, rob zombie etc etc

i dotn know, maybe these have all been thought of before, but i was just curious if anyone else would agree or thinks this is all nonsense
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post #2 of 11
Quote:
Originally Posted by Rockin Z28 View Post
i had some really great ideas for a first person shooter but that i think could in theory revolutionize the genre, and im curious why they have never been thought of before..and taking a new approach on the graphics the game would be built on

-use of a lower end graphics engine AND (possibly crazy) market it as such! emphasize the never endign replay value and gameplay at the cost of a slightly less PC taxing graphical monster

- per poly hit detection, if anyone has played time crisis 2 (mayeb 3 never played) how fun was it to feel the simulated recoil and actually see your enemy bounce around as he was hit (ragdoll physics are a must)

-real time blood loss contributing to death and injury system..lets say you are hit with a bullet in the ankle..you wobble around (cant regain health) and your mvoement speed is slowed and your aim is less focused..a gernade explosion blasts you into a building breaking an arm and leg (gun is dropped, you fumble around).bullets hittign certain target points (a simulated artery system) will cause that player to die over time (10-15 seconds?)

- Reactive vision to the damage you take..lets say you are at the opposing end of someoens gunfire and he blasts you in the shoulder..it nails you and it smacks you backwards or to the side..your arms flail as you try to reutn fire or the gun is blasted otu of yoru hand..the point is you see all this and you dont stand there like a drone in every other FPS to date

-A soundtrack that actually does something to motivate you! i remember when old PS1 games had sweet heavy metal soundtracks.. i would love to see that incorporated into a modern online FPS game, soilwork, fear factory, rob zombie etc etc

i dotn know, maybe these have all been thought of before, but i was just curious if anyone else would agree or thinks this is all nonsense
Out of your ideas I believe the one below is the only one I have yet to see in a game. I have seen bleed outs but not this realistic. The only problem would be that you wouldnt notice this is a high action FPS, playing a game like Call of Duty you dont have time too worry about bleed outs. However they do have a system like this in place where a wounded solider can stay on the ground for a while and even shoot before he finally dies.

-real time blood loss contributing to death and injury system..lets say you are hit with a bullet in the ankle..you wobble around (cant regain health) and your mvoement speed is slowed and your aim is less focused..a gernade explosion blasts you into a building breaking an arm and leg (gun is dropped, you fumble around).bullets hittign certain target points (a simulated artery system) will cause that player to die over time (10-15 seconds?)


The problem with the first idea for a lower graphics engine is that its takes away alot of the feel of the game, the atmosphere and enviornment of the game is very important in most games today. I know there are alot of classic shooters that are on older graphics engines that are still fun to play however it is only because they were released at a time when the engine they are using was still fairly new. If they released a brand new Duke Nukem game but it was based of the old school doom engine or even the doom 3 engine it wouldnt sell as well as a new Duke Game based on say the Cry2 Engine even though everyone could play the doom engine based game.
post #3 of 11
Personally, I can't say that I'd like an FPS to be "more realistic" in the death and dying scenario, or losing your gun. You might as well just make it one shot, one kill, because that's all you'd need to gain a massive advantage over the opposing player.

On the music front....the only thing I could suggest is offering a built in music player that can handle a variety of formats vs being forced to listen to one kind of music. Yes, I like metal and hard rock myself, but some people don't. As well, a finite playlist will get dull after a while. Try playing GT4 for a while, I've had to turn off half the play-list because I hate most of the music, and now all I get are like, 2 okay songs, and several mediocre ones that keep replaying. Not fun.
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post #4 of 11
i think over-realism ruins it a bit. for example the whole idea of having to heal yourself manually mid-battle in far cry 2 with bandages seems a little Over the top. Games like COD4 are so perfect because they blend realism with justified gaming attributes.
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post #5 of 11
I think that Call of Duty 4 is as realistic as it should get. Bleeding to death, why not. But older graphics hell no. I can't stand playing a game that doesn't look good anymore, if it doesn't look as good as COD4 at least, I wouldn't probably play it. I'm all about graphics, I love to prone for instance in the jungle in Crysis and snipe people around, the environment is alive, and it looks great, reminds me of when I was camping in the dense jungles of Costa Rica.
    
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post #6 of 11
Quote:
Originally Posted by Greatness View Post
-real time blood loss contributing to death and injury system..lets say you are hit with a bullet in the ankle..you wobble around (cant regain health) and your mvoement speed is slowed and your aim is less focused..a gernade explosion blasts you into a building breaking an arm and leg (gun is dropped, you fumble around).bullets hittign certain target points (a simulated artery system) will cause that player to die over time (10-15 seconds?)

The original Ghost Recon had the slowing down the movement thing, and mods adding the affecting accuracy part, but not the grenade thing.
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post #7 of 11
Thread Starter 
i think some of you got the wrong impression..im kind of trying to steer away from the super realism and give the game a very arcadish feel..while still having the morbid reprucissions of a gunfight
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post #8 of 11
ok i say why not make a fps with a decent storyline first of all and not freaking short as crap. game like Deus Ex great story line great game the original. the sequel sucked though.
i they are getting so good at little things that i can beat a game in 5 to 8 hrs and thats it that is bull*****. and originality is so being lost in the stories, game play and so on.
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post #9 of 11
Quote:
Originally Posted by Rockin Z28 View Post
i had some really great ideas for a first person shooter but that i think could in theory revolutionize the genre, and im curious why they have never been thought of before..and taking a new approach on the graphics the game would be built on

-use of a lower end graphics engine AND (possibly crazy) market it as such! emphasize the never endign replay value and gameplay at the cost of a slightly less PC taxing graphical monster

- per poly hit detection, if anyone has played time crisis 2 (mayeb 3 never played) how fun was it to feel the simulated recoil and actually see your enemy bounce around as he was hit (ragdoll physics are a must)

-real time blood loss contributing to death and injury system..lets say you are hit with a bullet in the ankle..you wobble around (cant regain health) and your mvoement speed is slowed and your aim is less focused..a gernade explosion blasts you into a building breaking an arm and leg (gun is dropped, you fumble around).bullets hittign certain target points (a simulated artery system) will cause that player to die over time (10-15 seconds?)

- Reactive vision to the damage you take..lets say you are at the opposing end of someoens gunfire and he blasts you in the shoulder..it nails you and it smacks you backwards or to the side..your arms flail as you try to reutn fire or the gun is blasted otu of yoru hand..the point is you see all this and you dont stand there like a drone in every other FPS to date

-A soundtrack that actually does something to motivate you! i remember when old PS1 games had sweet heavy metal soundtracks.. i would love to see that incorporated into a modern online FPS game, soilwork, fear factory, rob zombie etc etc

i dotn know, maybe these have all been thought of before, but i was just curious if anyone else would agree or thinks this is all nonsense
Reactive vision to damage is something I've always wanted. Someone nails me in the shoulder, I want to see blood and have it really affect me, not give me a little red indicator.
post #10 of 11
From what I read it sounds like more realism in which case you could just have the death animations become longer. Doesn't really change the gameplay. If your going to die practically after every decent placed shot by your opponent than nobody really wants to draw it out by crawling on the ground weaponless. Such as in CSS, once you die you just want the round to be over and start over again so you can pwn the person who got you last. Whats the point if the last two players bleed out before they even get to eachother.
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