First-person shooter: Difference between revisions

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→‎Early first-person shooters: 1987–1992: original synthesis: typically, there is one source calling it an FPS, with nothing else; and another with no mention of FPS or any demonstration or relevance
→‎Early first-person shooters: 1987–1992: irrelevant, again: the sources don't say it's "notable", nor do they mention any relevance to FPS
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''[[MIDI Maze]]'', an early first-person shooter released in 1987 for the [[Atari ST]],<ref name="ign midi">[http://www.ign.com/games/midi-maze/st-695431 MIDI Maze: Atari ST], IGN, Accessed September 2, 2012</ref> featured [[List of maze video games|maze-based gameplay]] and character designs similar to ''[[Pac-Man]]'', but displayed in a first-person perspective.<ref>{{cite web|title=25 years of Pac-Man|publisher=MeriStation|date=July 4, 2005|url=http://www.meristation.com/v3/des_articulo.php?pic=DC&id=cw42b7458f0dfc7&idj=&idp=&tipo=art&c=1&pos=7|accessdate=2011-05-06}} ([http://translate.google.co.uk/translate?u=http%3A%2F%2Fwww.meristation.com%2Fv3%2Fdes_articulo.php%3Fpic%3DDC%26id%3Dcw42b7458f0dfc7%26idj%3D%26idp%3D%26tipo%3Dart%26c%3D1%26pos%3D7&sl=es&tl=en&hl=&ie=UTF-8 Translation])</ref><ref name="gamesradar midi">{{cite web|url=http://www.gamesradar.com/f/gamings-most-important-evolutions/a-20101008102331322035/p-5|title=Gaming's Most Important Evolutions|page=5|publisher=[[GamesRadar]]|date=October 8, 2010|accessdate=2011-04-27}}</ref> Later ported to various systems - including the [[Game Boy]] and [[Super Nintendo Entertainment System|Super NES]] - under the title ''Faceball 2000'',<ref name="1UP-Faceball"/> it featured the first network multiplayer [[Deathmatch (gaming)|deathmatches]], using a [[MIDI]] interface.<ref name="gamesradar midi"/> It was a relatively minor game, but despite the inconvenience of connecting numerous machines together, its multiplayer mode gained a cult following: [[1UP.com]] called it the "first multi-player 3D shooter on a mainstream system" and the first "major LAN action game".<ref name="1UP-Faceball">Parish, Jeremy, [http://www.1up.com/features/faceball-2000 The Essential 50: Faceball 2000], ''1UP,'' Accessed April 24, 2009</ref> ''[[Golgo 13: Top Secret Episode]]'', released in 1988 for the [[Nintendo Entertainment System|NES]], was one of the first video games to place importance on accurate shooting and incorporated a [[sniper rifle]], a weapon later to become a mainstay of the FPS genre.<ref>Ragan, Jess, [http://www.1up.com/do/feature?pager.offset=1&cId=3151392 Playing With Power], [[1UP.com|1UP]], June 15, 2006, Accessed September 2, 2012</ref>
''[[MIDI Maze]]'', an early first-person shooter released in 1987 for the [[Atari ST]],<ref name="ign midi">[http://www.ign.com/games/midi-maze/st-695431 MIDI Maze: Atari ST], IGN, Accessed September 2, 2012</ref> featured [[List of maze video games|maze-based gameplay]] and character designs similar to ''[[Pac-Man]]'', but displayed in a first-person perspective.<ref>{{cite web|title=25 years of Pac-Man|publisher=MeriStation|date=July 4, 2005|url=http://www.meristation.com/v3/des_articulo.php?pic=DC&id=cw42b7458f0dfc7&idj=&idp=&tipo=art&c=1&pos=7|accessdate=2011-05-06}} ([http://translate.google.co.uk/translate?u=http%3A%2F%2Fwww.meristation.com%2Fv3%2Fdes_articulo.php%3Fpic%3DDC%26id%3Dcw42b7458f0dfc7%26idj%3D%26idp%3D%26tipo%3Dart%26c%3D1%26pos%3D7&sl=es&tl=en&hl=&ie=UTF-8 Translation])</ref><ref name="gamesradar midi">{{cite web|url=http://www.gamesradar.com/f/gamings-most-important-evolutions/a-20101008102331322035/p-5|title=Gaming's Most Important Evolutions|page=5|publisher=[[GamesRadar]]|date=October 8, 2010|accessdate=2011-04-27}}</ref> Later ported to various systems - including the [[Game Boy]] and [[Super Nintendo Entertainment System|Super NES]] - under the title ''Faceball 2000'',<ref name="1UP-Faceball"/> it featured the first network multiplayer [[Deathmatch (gaming)|deathmatches]], using a [[MIDI]] interface.<ref name="gamesradar midi"/> It was a relatively minor game, but despite the inconvenience of connecting numerous machines together, its multiplayer mode gained a cult following: [[1UP.com]] called it the "first multi-player 3D shooter on a mainstream system" and the first "major LAN action game".<ref name="1UP-Faceball">Parish, Jeremy, [http://www.1up.com/features/faceball-2000 The Essential 50: Faceball 2000], ''1UP,'' Accessed April 24, 2009</ref> ''[[Golgo 13: Top Secret Episode]]'', released in 1988 for the [[Nintendo Entertainment System|NES]], was one of the first video games to place importance on accurate shooting and incorporated a [[sniper rifle]], a weapon later to become a mainstay of the FPS genre.<ref>Ragan, Jess, [http://www.1up.com/do/feature?pager.offset=1&cId=3151392 Playing With Power], [[1UP.com|1UP]], June 15, 2006, Accessed September 2, 2012</ref>


1988’s ''[[The Colony (video game)|The Colony]]'', programmed by David Alan Smith was inspired by [[James Cameron]]’s “[[Aliens (film)|Aliens]]”<ref>{{cite web|last=Smith|first=David|title=My Colony Memoir|url=http://croqueteer.blogspot.com/2005/02/my-colony-memoir.html|accessdate=8 November 2011}}</ref> and using [[Real-time computer graphics|real-time]] rendered 3D graphics, the player freely explores a futuristic environment, shooting enemies and solving puzzles along the way.<ref>{{cite web|last=Breen|first=Christopher|title=THE TOP 10 MAC GAMING THINGIES OF THE PAST 1,000 YEARS|url=http://www.macworld.com/article/13912/1999/01/gamesgameroom.html|publisher=MacWorld.com|accessdate=8 November 2011}}</ref> [[SNK]]'s ''[[The Super Spy|Super Spy]]'' (1990) for the [[arcade game|arcades]] and [[Neo Geo (console)|Neo Geo]] console was a first-person action game<ref name="allgame_spy"/> that is notable for displaying the player's gun on the screen.<ref name="allgame_spy">{{allgame|11267|The Super Spy}}</ref><ref>{{KLOV game|9953|Super Spy}}</ref>
1988’s ''[[The Colony (video game)|The Colony]]'', programmed by David Alan Smith was inspired by [[James Cameron]]’s “[[Aliens (film)|Aliens]]”<ref>{{cite web|last=Smith|first=David|title=My Colony Memoir|url=http://croqueteer.blogspot.com/2005/02/my-colony-memoir.html|accessdate=8 November 2011}}</ref> and using [[Real-time computer graphics|real-time]] rendered 3D graphics, the player freely explores a futuristic environment, shooting enemies and solving puzzles along the way.<ref>{{cite web|last=Breen|first=Christopher|title=THE TOP 10 MAC GAMING THINGIES OF THE PAST 1,000 YEARS|url=http://www.macworld.com/article/13912/1999/01/gamesgameroom.html|publisher=MacWorld.com|accessdate=8 November 2011}}</ref>


Id Software's ''[[Hovertank 3D]]'' pioneered [[ray casting]] technology in 1991 to enable faster gameplay than 1980s vehicle simulators;<ref name="educational"/> and a later advance, [[texture mapping]], was introduced with ''[[Ultima Underworld: The Stygian Abyss]]'', a 1992 role-playing game by [[Looking Glass Studios|Looking Glass Technologies]] that featured a first-person viewpoint and an advanced graphics engine. When shown a demo of ''Ultima Underworld'' the year before, id developer [[John Carmack]] remarked that he "could write a faster texture mapper",<ref name="cavg_uuw">{{cite web | last = Mallinson | first = Paul | title = Games that changed the world: Ultima Underworld | publisher = [[ComputerAndVideoGames.com]] | date = April 16, 2002 | url = http://www.computerandvideogames.com/28003/features/games-that-changed-the-world-ultima-underworld/ | accessdate = 2010-10-08}}</ref> and would feel motivated by Looking Glass's example to do the same in ''[[Catacomb 3-D]]'' (which was released in late 1991).<ref name="educational"/> ''Catacomb 3-D'' also introduced the display of the protagonist's hand and weapon (in this case, magical spells) on the screen, whereas previously aspects of the player's avatar were not visible.<ref name="educational"/> The experience of developing ''Ultima Underworld'' would make it possible for Looking Glass to create the ''[[Thief (series)|Thief]]'' and ''[[System Shock]]'' series years later.<ref name="cavg_uuw" /> [[Taito Corporation|Taito]]'s arcade ''[[List of Taito games|Gun Buster]]'', released in 1992, was a first-person shooter featuring a control method where the player moves with an eight-direction [[joystick]] and [[Free look|aims]] with a mounted [[Light gun#Positional guns|positional gun]]; it also featured two-player [[cooperative gameplay]] as well as [[Deathmatch (gaming)|deathmatch]] and [[team deathmatch]] modes.<ref>[http://www.arcade-museum.com/game_detail.php?game_id=8036 Gun Buster], Accessed September 2, 2012</ref>
Id Software's ''[[Hovertank 3D]]'' pioneered [[ray casting]] technology in 1991 to enable faster gameplay than 1980s vehicle simulators;<ref name="educational"/> and a later advance, [[texture mapping]], was introduced with ''[[Ultima Underworld: The Stygian Abyss]]'', a 1992 role-playing game by [[Looking Glass Studios|Looking Glass Technologies]] that featured a first-person viewpoint and an advanced graphics engine. When shown a demo of ''Ultima Underworld'' the year before, id developer [[John Carmack]] remarked that he "could write a faster texture mapper",<ref name="cavg_uuw">{{cite web | last = Mallinson | first = Paul | title = Games that changed the world: Ultima Underworld | publisher = [[ComputerAndVideoGames.com]] | date = April 16, 2002 | url = http://www.computerandvideogames.com/28003/features/games-that-changed-the-world-ultima-underworld/ | accessdate = 2010-10-08}}</ref> and would feel motivated by Looking Glass's example to do the same in ''[[Catacomb 3-D]]'' (which was released in late 1991).<ref name="educational"/> ''Catacomb 3-D'' also introduced the display of the protagonist's hand and weapon (in this case, magical spells) on the screen, whereas previously aspects of the player's avatar were not visible.<ref name="educational"/> The experience of developing ''Ultima Underworld'' would make it possible for Looking Glass to create the ''[[Thief (series)|Thief]]'' and ''[[System Shock]]'' series years later.<ref name="cavg_uuw" /> [[Taito Corporation|Taito]]'s arcade ''[[List of Taito games|Gun Buster]]'', released in 1992, was a first-person shooter featuring a control method where the player moves with an eight-direction [[joystick]] and [[Free look|aims]] with a mounted [[Light gun#Positional guns|positional gun]]; it also featured two-player [[cooperative gameplay]] as well as [[Deathmatch (gaming)|deathmatch]] and [[team deathmatch]] modes.<ref>[http://www.arcade-museum.com/game_detail.php?game_id=8036 Gun Buster], Accessed September 2, 2012</ref>

Revision as of 23:22, 3 September 2012

A screenshot of Doom, one of the breakthrough games of the genre, displaying the typical perspective of a first-person shooter.

First-person shooter (FPS) is a video game genre centered on gun and projectile weapon-based combat through a first-person perspective; that is, the player experiences the action through the eyes of the protagonist. The first-person shooter shares common traits with other shooter games, which in turn fall under the heading action game. From the genre's inception, advanced 3D or pseudo-3D graphics have challenged hardware development, and multiplayer gaming has been integral.

The first-person shooter has since been traced as far back as Maze War, development of which began in 1973, and 1974's Spasim. The genre coalesced with 1992's Wolfenstein 3D, which has been credited with creating the genre proper and the basic archetype upon which subsequent titles were based. One such title, and the progenitor of the genre's wider mainstream acceptance and popularity was Doom, released the following year and perhaps the most influential first-person shooter. 1998's Half-Life - along with its 2004 sequel Half-Life 2 - enhanced the narrative and puzzle elements.[1][2] GoldenEye 007 (1997) was a first landmark first-person shooter for home consoles, with the Halo series heightening the console's commercial and critical appeal as a platform for first-person shooter titles. Metroid Prime (2002) further expanded the genre's potential by popularizing action-adventure elements in the genre.[3] In the 21st century, the first-person shooter is one of the most commercially viable video game genres.

Definition

First-person shooters are a type of three-dimensional shooter game,[4] featuring a first-person point of view with which the player sees the action through the eyes of the player character. They are unlike third-person shooters, in which the player can see (usually from behind) the character he is controlling. The primary design element is combat, mainly involving firearms.[5]

They are also often categorized as being distinct from light gun shooters, a similar genre with a first-person perspective which use light gun peripherals, in contrast to first-person shooters which use conventional input devices for movement.[6] A more important key difference is that first-person light-gun shooters like Virtua Cop often feature "on-rails" movement, whereas first-person shooters like Doom give the player more freedom to roam,[7] though this distinction is slowly beginning to blur with recent, more linear, first-person shooters such as Call of Duty.[8][9]

The first-person shooter may be considered a distinct genre in itself, or a type of shooter game, in turn a subgenre of the wider action game genre.[10] Following the release of the influential Doom in 1993, games in this style were commonly termed "Doom clones";[11][12] in time this term has largely been replaced by "first-person shooter".[12] Wolfenstein 3D, released in 1992, the year before Doom, has been credited with inventing the genre, but critics have since identified similar though less advanced games developed as far back as 1973.[5] There is sometimes disagreement regarding exactly what design elements constitute a first-person shooter, for example, Deus Ex or Bioshock are sometimes considered first-person shooters, but may also be considered role-playing video games as they borrow from this genre extensively.[13] Some commentators may extend the definition to include combat flight simulators, as opposed to characters on foot.[1][5]

Game design

Like most shooter games, first-person shooters involve an avatar, one or more ranged weapons, and a varying number of enemies.[10] Because they take place in a 3D environment, these games tend to be somewhat more realistic than 2D shooter games, and have more accurate representations of gravity, lighting, sound and collisions.[4] First-person shooters played on personal computers are most often controlled with a combination of a keyboard and mouse. This system has been claimed as superior to that found in console games,[14][15] which frequently use two analog sticks: one used for running and sidestepping, the other for looking and aiming.[16] It is common to display the character's hands and weaponry in the main view, with a head up display showing health, ammunition and location details. Often, it is possible to overlay a map of the surrounding area.[17]

Combat and power-ups

First-person shooters often focus on action gameplay, with fast-paced and bloody firefights, though some place a greater emphasis on narrative, problem-solving and logic puzzles.[18] In addition to shooting, melee combat may also be used extensively. In some games, melee weapons are especially powerful, a reward for the risk the player must take in maneuvering his character into close proximity to the enemy.[19] In other situations, a melee weapon may be less effective, but necessary as a last resort.[20] "Tactical shooters" are more realistic, and require teamwork and strategy to succeed;[16] the player often commands a squad of characters, which may be controlled by the game or by human teammates.[21]

First-person shooters typically give players a choice of weapons, which have a large impact on how the player will play the game.[4] Some have realistic models of real weapons, including their rate of fire, size of ammunition, and accuracy. However, they may allow characters to carry many of them at the same time, with no reduction in speed or mobility. Thus, the standards of realism varies between design elements.[22] The protagonist can generally be healed and re-armed by means of items such as first aid kits, simply by walking over them.[23] Some games allow players to accumulate experience points similar to those found in role-playing games, which can unlock new weapons and abilities.[24]

Level design

First-person shooters may be structurally composed of levels, or use the technique of a continuous narrative in which the game never leaves the first-person perspective.[1] Others feature large sandbox environments, which are not divided into levels and can be explored freely.[25] In first-person shooters, protagonists interact with the environment to varying degrees, from basics such as using doors, to problem solving puzzles based on a variety of interactive objects.[1] In some games, the player can damage the environment, also to varying degrees: one common device is the use of barrels containing explosive material which the player can shoot, destroying them and harming nearby enemies.[23] Other games feature environments which are extensively destructible, allowing for additional visual effects.[26] The game world will often make use of science fiction, historic (particularly World War II) or modern military themes, with such antagonists as aliens, monsters, terrorists and soldiers of various types.[27] Games feature multiple difficulty settings; in harder modes, enemies are tougher, more aggressive and do more damage, and power-ups are limited. In easier modes, the player can succeed through reaction times alone; on more difficult settings, it is necessary to memorize the levels through trial and error.[28]

Multiplayer

Later first-person shooters utilize the internet for multiplayer features, but local area networks were more commonly used in early games.

First-person shooters may feature a multiplayer mode, taking place on specialized levels. Some games are designed specifically for multiplayer gaming, and have very limited single player modes in which the player competes against game-controlled characters termed "bots".[29] Massively multiplayer online first-person shooters allow thousands of players to compete at once in a persistent world.[30] Large scale multiplayer games allow multiple squads, with leaders issuing commands and a commander controlling the team's overall strategy.[29] Multiplayer games have a variety of different styles of match. The classic types are the deathmatch (there is also a team-based version) 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.[31] Games may allow players to choose between various classes, each with its own strengths, weaknesses, equipment and roles within a team.[20]

History

Origins: 1970s to late 1980s

File:Atari BattleZone Screenshot.png
Before the popularity of first-person shooters, the first-person viewpoint was used in vehicle simulation games such as Battlezone.

The earliest two documented first-person shooter video games are Maze War and Spasim. Maze War features on-foot gameplay that evokes modern first-person shooter games. Development of the game began in 1973 and its exact date of completion is unknown. Spasim had a documented debut at the University of Illinois in 1974. The game was a rudimentary space flight simulator, which featured a first-person perspective.[5] They were distinct from modern first-person shooters, involving simple tile-based movement where the player could only move from square to square and turn in 90-degree increments.[32] Spasim led to more detailed combat flight simulators and eventually to a tank simulator, developed for the U.S. army, in the later 1970s. These games were not available to consumers, however, and it was not until 1980 that a tank video game, Battlezone, was released in arcades. A version of the game was released in 1983 for home computers and became the first successful mass-market game featuring a first-person viewpoint and wireframe 3D graphics,[33] presented using a vector graphics display.[34]

Early first-person shooters: 1987–1992

MIDI Maze, an early first-person shooter released in 1987 for the Atari ST,[35] featured maze-based gameplay and character designs similar to Pac-Man, but displayed in a first-person perspective.[36][37] Later ported to various systems - including the Game Boy and Super NES - under the title Faceball 2000,[38] it featured the first network multiplayer deathmatches, using a MIDI interface.[37] It was a relatively minor game, but despite the inconvenience of connecting numerous machines together, its multiplayer mode gained a cult following: 1UP.com called it the "first multi-player 3D shooter on a mainstream system" and the first "major LAN action game".[38] Golgo 13: Top Secret Episode, released in 1988 for the NES, was one of the first video games to place importance on accurate shooting and incorporated a sniper rifle, a weapon later to become a mainstay of the FPS genre.[39]

1988’s The Colony, programmed by David Alan Smith was inspired by James Cameron’s “Aliens[40] and using real-time rendered 3D graphics, the player freely explores a futuristic environment, shooting enemies and solving puzzles along the way.[41]

Id Software's Hovertank 3D pioneered ray casting technology in 1991 to enable faster gameplay than 1980s vehicle simulators;[33] and a later advance, texture mapping, was introduced with Ultima Underworld: The Stygian Abyss, a 1992 role-playing game by Looking Glass Technologies that featured a first-person viewpoint and an advanced graphics engine. When shown a demo of Ultima Underworld the year before, id developer John Carmack remarked that he "could write a faster texture mapper",[42] and would feel motivated by Looking Glass's example to do the same in Catacomb 3-D (which was released in late 1991).[33] Catacomb 3-D also introduced the display of the protagonist's hand and weapon (in this case, magical spells) on the screen, whereas previously aspects of the player's avatar were not visible.[33] The experience of developing Ultima Underworld would make it possible for Looking Glass to create the Thief and System Shock series years later.[42] Taito's arcade Gun Buster, released in 1992, was a first-person shooter featuring a control method where the player moves with an eight-direction joystick and aims with a mounted positional gun; it also featured two-player cooperative gameplay as well as deathmatch and team deathmatch modes.[43]

Rise in popularity: 1992–1995

Although it was not the earliest shooter game with a first-person perspective, Wolfenstein 3D is often credited with establishing the first-person shooter genre.

Wolfenstein 3D (created by id Software and released in 1992) was an instant success and has been credited with inventing the first-person shooter genre proper.[1][5][44] It built on the ray casting technology pioneered in earlier games to create a revolutionary template for shooter game design, which first-person shooters are still based upon today.[1][5][18] It combined the fast pace and quick reflexes of arcade action games with the first-person perspective of some 1980s role-playing video games (such as Wizardry) in an attempt to provide more realism.[45][46] Despite its violent themes, Wolfenstein largely escaped the controversy generated by the later Doom, although it was banned in Germany due to the use of Nazi iconography;[47] and the Nintendo version replaced the enemy attack dogs with giant rats.[48] Apogee Software, the publisher of Wolfenstein 3D, followed up its success with Blake Stone: Aliens of Gold in 1993. The game was initially well received but sales rapidly declined in the wake of the success of id's Doom, released a week later.[49]

Doom, released as shareware in 1993,[18] refined Wolfenstein 3D's template by adding improved textures, variations in height (such as stairs the player's character could climb) and effects such as flickering lights and patches of total darkness, creating a more believable 3D environment than Wolfenstein 3D's more monotonous and simplistic levels.[50] Doom allowed competitive matches between multiple players, termed "deathmatches", and the game was responsible for the word's subsequent entry into the video gaming lexicon.[50] The game became so popular that its multiplayer features began to cause problems for companies whose networks were used to play the game.[18][50] Doom has been considered the most important first-person shooter ever made: it was highly influential not only on subsequent shooter games but on video gaming in general,[50] and has been available on almost every video gaming system since.[18] Multiplayer gaming, which is now integral to the first-person shooter genre, was first achieved successfully on a large scale with Doom.[1][50] While its combination of gory violence, dark humor and hellish imagery garnered acclaim from critics,[50][51] these attributes also generated criticism from religious groups, with other commentators labelling the game a "murder simulator."[52] There was further controversy when it emerged that the perpetrators of the Columbine High School massacre were fans of the game; the families of several victims later unsuccessfully attempted to sue numerous video game companies - among them id Software - which the families claimed inspired the massacre.[47]

On the Macintosh, Bungie's 1994 release of Marathon, and its subsequent sequels, set the standard for first-person shooters on that platform. Marathon pioneered or was an early adopter of several new features such as vertical aiming and freelook, dual-wielded and dual-function weapons, versatile multiplayer modes (such as King of the Hill, Kill the Man with the Ball, and cooperative play), friendly NPCs, and a strong emphasis on storytelling in addition to the action.[53] Star Wars: Dark Forces was released in 1995 after LucasArts decided Star Wars would make appropriate material for a game in the style of Doom. However, Star Wars: Dark Forces added several technical features that Doom lacked, such as the ability to crouch or look up and down,[11][18][54] Apogee's Duke Nukem 3D, released in 1996, was "the last of the great, sprite-based shooters"[18] winning acclaim for its humor based around stylised machismo as well as its gameplay. However, some found the game's (and later the whole series') treatment of women to be derogatory and tasteless.[18][47][55]

Advances in 3D graphics: 1995–1999

In 1994, Exact released Geograph Seal for the Japanese Sharp X68000 home computer. An obscure import title as far as the Western market was concerned, it was nonetheless "a fully 3D polygonal first-person shooter" with innovative platform game mechanics and "free-roaming" outdoor environments. The following year, Exact released its successor for the PlayStation console, Jumping Flash!, which placed more emphasis on its platform elements.[56] Descent (released by Parallax Software in 1995), a game in which the player pilots a spacecraft around caves and factory ducts, was a truly three-dimensional first-person shooter. It abandoned sprites and ray casting in favour of polygons and six degrees of freedom.[1][18]

Shortly after the release of Duke Nukem 3D in 1996, id Software released the much anticipated Quake. Like Doom, Quake was influential and genre-defining, featuring fast-paced, gory gameplay, but used 3D polygons instead of sprites. It was centered around online gaming and featured multiple match types still found in first-person shooter games today. It was the first FPS game to have a following of player clans (though the concept had existed previously among MUD players), and would inspire popular LAN parties such as QuakeCon.[57] The game's popularity and use of 3D polygonal graphics also helped to expand the growing market for video card hardware;[1][18][58] and the additional support and encouragement for game modifications attracted players who wanted to tinker with the game and create their own modules.[57]

Based on the James Bond film and inspired by light gun shooter Virtua Cop - taking from it such features as reloading, penalties for killing innocents and a choice of aiming method - Rare's GoldenEye 007 was released in 1997 and was - several years later in 2004 - the best-selling Nintendo 64 game.[7] It was the first landmark console first-person shooter and was highly acclaimed for its atmospheric single-player levels and well designed multiplayer maps. It featured the ability to aim at a precise spot on the screen, a sniper rifle, the ability to perform head-shots, and the incorporation of stealth elements.[1][18][59][60]

Though not the first of its kind, 1998's Tom Clancy's Rainbow Six started a popular trend of tactical first-person shooters. It featured a team-based, realistic design and themes based around counter-terrorism, requiring missions to be planned before execution and in it, a single hit was sometimes enough to kill a character.[21][61] Medal of Honor, released in 1999, started a long running proliferation of first-person shooters set during World War II.[18]

Half-Life featured in-game scripted sequences rather than cut-scenes.

Valve's Half-Life was released in 1998, based upon Quake's graphics technology.[62] Initially met with only mild anticipation, it went on to become an unprecedented commercial success.[18][63] While previous first-person shooters had focused on visceral gameplay with comparatively weak plots, Half-Life had a strong narrative; the game featured no cut scenes but remained in the first-person perspective at all times. It featured innovations such as non-enemy characters (featured somewhat earlier in titles such as Strife)[64] but did not employ power-ups.[1] Half-Life was praised for its artificial intelligence, selection of weapons and attention to detail and "has since been recognized as one of the greatest games of all time" according to GameSpot. Its sequel Half-Life 2 (released in 2004), was less influential though "arguably a more impressive game".[65]

Starsiege: Tribes, also released in 1998, was a multiplayer online shooter allowing more than 32 players in a single match. It featured team-based gameplay with a variety of specialized roles, and an unusual jet pack feature. The game was highly popular and later imitated by games such as the Battlefield series.[1][2] Id's Quake III Arena and Epic's Unreal Tournament, both released in 1999, were popular for their frenetic and accessible online multiplayer modes; both featured very limited single player gameplay.[18] Counter-Strike was also released in 1999, a Half-Life modification with a counter-terrorism theme. The game and later versions (the latest being Counter-Strike: Source, released in 2004) went on to become by far the most popular multiplayer first-person shooter and computer game modification ever, with over 90,000 players competing online at any one time during its peak.[18][62] That same year, the shooter-based stealth game Metal Gear Solid: Integral included a first-person mode that allowed the whole game to be played from a first-person perspective.[66]

Online wars and return of the console: 2000–2006

At the E3 game show in 1999, Bungie unveiled a real-time strategy game called Halo; at the following E3, an overhauled third-person shooter version was displayed. Later in 2000 Bungie was bought by Microsoft, and Halo was revamped and released as a first-person shooter, one of the launch titles for the Xbox console. It was a runaway critical and commercial success, and is considered a premier console first-person shooter. It featured narrative and storyline reminiscent of Bungie's earlier Marathon series but now told largely through in-game dialog and cut scenes. It also received acclaim for its characters, both the protagonist, Master Chief and its alien antagonists. The sequel, Halo 2 (2004), brought the popularity of online-gaming to the console market through the medium of Xbox Live, on which it was the most played game for almost two years.[18] Deus Ex, released by Ion Storm in 2000, featured a levelling system similar to that found in role-playing games; it also had multiple narratives depending on how the player completed missions and won acclaim for its serious, artistic style.[18] The Resident Evil games Survivor in 2000 and Dead Aim in 2003 attempted to combine the light gun and first-person shooter genres along with survival horror elements.[67] Metroid Prime, released in 2002 for the Nintendo GameCube, a highly praised console first-person shooter, incorporated action adventure elements such as jumping puzzles and built on the Metroid series of 2D side-scrolling platform-adventures.[18] The game is credited for popularizing "exploration, puzzle-solving, platforming and story" in the genre, for "breaking the genre free from the clutches of Doom," and for taking a major "stride forward for first-person games."[3]

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."[68] Battlefield 1942, another World War II shooter released in 2002, featured large scale battles incorporating aircraft, naval vessels, land vehicles and infantry combat.[18] In 2003, PlanetSide allowed hundreds of players at once to compete in a persistent world,[69] and was also promoted as the "world's first massively multiplayer online first person shooter."[30] 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,[70][71] though some commentators felt it lacked gameplay substance and innovation, putting too much emphasis on impressive graphics.[13] In 2005, a film based on Doom emulated the viewpoint and action of a first-person shooter, but was critically derided as deliberately unintelligent and gratuitously violent.[72]

2004's Vampire: The Masquerade – Bloodlines would develop a cult following by combining elements of first-person shooters with White Wolf's table-top role-playing game (similar to Deus Ex in 2000), despite suffering from a number of technical problems and selling poorly.[73] In 2005, F.E.A.R. was acclaimed[74] for successfully combining first-person shooter gameplay with a Japanese horror atmosphere.[75] 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,[76][77][78] with some calling it the "spiritual successor" to Looking Glass's earlier System Shock.[79][80] 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,[18][81] 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,[82] with the fast pace and linearity of the Call of Duty games bearing a resemblance to rail shooters.[8][9] The 2005 film Doom, based on the video game, featured a sequence that emulated the viewpoint and action of a first-person shooter, in homage to the game.[83] As of 2006, the first-person shooter was one of the biggest and fastest growing video game genres in terms of revenue for publishers.[84]

Recent developments: 2007–present

In recent years, first-person shooters have adopted elements from other shooter subgenres. An example of this is the linearity of rail shooters that has been adopted to a certain extent by first-person shooters such as the Call of Duty series to provide a more fast-paced and cinematic experience.[8][9] Another example is the cover system, which was previously used in light gun shooters such as Time Crisis (1995),[85] stealth games such as Metal Gear Solid 2: Sons of Liberty (2001),[86] and third-person shooters such as WinBack (1999)[85] and Kill Switch (2003).[87] In 2006, Tom Clancy's Rainbow Six: Vegas introduced the cover mechanic to first-person shooters, where initiating cover leads to the viewpoint switching from a first-person perspective to a third-person over-the-shoulder perspective,[88] a viewpoint similar to the third-person shooters Resident Evil 4 (2005)[89] and Gears of War (2006).[88] In 2007, Time Crisis 4 introduced a first-person shooter mode that incorporates the first-person cover system of its predecessors.[90] In 2008, Brothers in Arms: Hell's Highway used a similar approach to Rainbow Six: Vegas, switching from first-person to third-person view when taking cover.[91] On the other hand, Killzone 2 in 2009 implemented a cover system that always remains in first-person view.[92] That same year, Call of Juarez also featured a cover system.[93] A more recent third-person shooter element adopted by first-person shooters is the 'slide-boost' cover system mechanic, introduced by the third-person shooter Vanquish in 2010, which allows players to 'slide' in and out of cover at high speeds. Since then, several first-person shooters released in 2011 have incorporated similar slide-boost mechanics, including Bulletstorm, Crysis 2,[94] and Killzone 3.[95]

A unique take on the genre is Second Person Shooter Zato, an experimental 'second-person shooter' released by Japanese indie developer Himo in 2011. It uses a 'second-person' perspective to display the game from the viewpoint of the enemies looking at the player, rather than the other way around, and makes use of a split screen to show the perspectives of multiple enemies. The game's perspective was inspired by surveillance cameras, while the title takes its name from Zatoichi due to the player character's inability to see.[96]

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.[97]

The addition of 3D television and stereoscopic games designed specifically for 3D systems, such as games like Killzone 3, is considered an evolution for the genre. With stereoscopic 3D, first-person shooters take on a new feel during gameplay due to the increased visual effects created from the 3D screen.[98] The Nintendo 3DS handheld takes this concept further with autostereoscopic 3D, which doesn't require the use of 3D glasses and can be used in conjunction with the device's touchscreen and motion sensing capabilities.[99]

The use of motion detecting game controllers, popularized by the release of the Wii in 2006, is considered an evolution for the genre on consoles due to allowing greater precision than conventional input devices. However, despite the Wii Remote's greater precision (for which it is widely used with light gun shooters), its limitations when it comes to camera control remains a challenge for developers that has prevented its widespread use among first-person shooters.[100] The GunCon 3 peripheral used with Time Crisis 4's first-person shooter mode resolves this by featuring two analog sticks for moving and camera control in addition to aiming with the gun.[101] This is also no longer an issue for the Nintendo 3DS, which uses a gyroscope and motion sensor to change the viewpoint on screen as the handheld is moved around,[99] as has been demonstrated for the upcoming 3DS first-person shooter remake Galaga 3D Impact.[102][103] Other upcoming first-person shooters for the 3DS include Resident Evil: The Mercenaries 3D[104] and The Conduit 3DS,[105] both of which allow switching between first-person and third-person perspectives.[104][106]

See also

References

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