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Shooter game

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Shooter games are a subgenre of action game.[1] Because "shooters make up the majority of action games"[1], it is a fairly wide subgenre. It includes many subgenres that have the commonality of focusing "on the actions of the avatar using some sort of weapon. Usually this weapon is a gun, or some other long-range weapon"[1].

Characteristics of shooters

There are many criteria to determine the type of shooter; listed below are some of the major divisions. Using the following, it is possible to categorize almost all shooters developed.

Perspective

The player usually views the events from behind the eyes of the character (a first-person shooter) or from a camera that follows the character, usually a few feet behind (a third-person shooter). It is also possible, though infrequently used in this genre, for a game to have a fixed camera.

Realism

Games that attempt to emulate life-like ballistics and character damage include tactical shooters and artillery games. Those that use a more lenient model of physics are generally referred to as arcade shooters. There is no clear distinction between these two game types, and shooters tend to exist on a spectrum between them.

Number of characters

While most shooters are played as solo ventures, several offer the players the opportunity to control a squad of characters, usually directly controlling one, and giving orders to computer-controlled allies. Games which feature non-player characters fighting alongside the player, but which are not directly controllable (either by switching player control, or issuing orders to the character) are not considered squad-based games.

Multiplayer

If a shooter game is available online, there are several other sharp divisions it can take. Team games are where players are assigned to one of two (sometimes more, but very infrequently) factions which are competing for some goal. Co-Op games have several players on the same faction playing through either the single player or custom missions against computer-simulated enemies. Individual(often called Deathmatch) has all players competing with each other. Many times a game will offer differing modes which allow players to choose from among these various types.

Focus

This is often an optional way to categorize a shooter, but in some cases it's needed to help distinguish it. A game may quite often heavily rely on stealth as opposed to direct action. Others might have large horror elements to them.

Sub-genres

Shoot 'em up

Gradius, a pioneering shoot 'em up.
- ©1985 Konami

Shoot 'em ups are a very specific sub-genre of shooters, wherein the player has limited control over their movement; if done with 2D gameplay, an example being Ikaruga, this means that a moving background continually pushes the player forward, though they may move up and down and left and right around the screen, typically firing straight forward. Types include fixed shooters, scrolling shooters, tube shooters, and multidirectional shooters.

Rail shooter

Rez, a rail shooter. ©2001 Sega/UGA

The term rail shooter traditionally describes games where the player cannot control their own movement, as if their path travels along a fixed 'rail'. The gameplay is limited to aiming from a third or first-person perspective. Many light gun games fall into the rail shooter genre, where a player is taken along a set path as targets appear. On occasion, a game mode similar to a rail shooter may appear in a game of a different genre.

In some 3D shooters, such as Space Harrier, the player travels forward within a square "tube", and may move throughout the 2D plane perpendicular to the player's movement. Although often called rail shooters, these games have more in common with scrolling shooters. Players face less enemies than in their 2D counterparts, as the added dimension complicates aiming and dodging.

Run-and-gun shooter

File:Gunstar heroes-lvl1.png
Gunstar Heroes, a famous run and gun, ©1993 Sega

A run-and-gun shooter is a combination platform game and scrolling shooter, this type of game involves a character running along a plane while shooting enemies in multiple directions, as in games like Contra and Metal Slug.

File:Nam-1975.png
NAM-1975, a famous shooting gallery, ©1990 SNK

Often interchangeable with light gun games, although many could also be played using a regular joypad and an on-screen cursor to signify where the bullets are being aimed. When these debuted, they were typically played from a first-person perspective, with enemy fire that occurred anywhere on the screen damaging or killing the player. As they evolved away from the use of light guns, the player came to be represented by an on-screen avatar, usually someone on the bottom of the screen, who could move and avoid enemy attacks while returning fire. These sorts of shooters almost always utilize horizontal scrolling to the right to indicate level progression, with enemies appearing in waves from predestined locations in the background or from the sides.

As light gun games became more prevalent and started to make use of fully 3D backgrounds (such as the Time Crisis or House of the Dead series), these sorts of games fell out of popular production, but many (like NAM-1975) still have their fanbase today.

Example shooting galleriesBlood Bros., Cabal, Laser Invasion, NAM-1975, Operation Wolf

Light-gun games

File:Duck hunt screenshot.png
Screenshot of Duck Hunt, a NES light gun game.

Light gun games use a pointing device for computers and a control device for arcade and video games. The first light guns appeared in the 1930s, following the development of light-sensing vacuum tubes. It was not long before the technology began appearing in arcade shooting games, beginning with the Seeburg Ray-O-Lite in 1936. These early light gun games used small targets (usually moving) onto which a light-sensing tube was mounted; the player used a gun (usually a rifle) that emitted a beam of light when the trigger was pulled. If the beam struck the target, a "hit" was scored. Modern screen-based light guns work on the opposite principle -- the sensor is built into the gun itself, and the on-screen target(s) emit light rather than the gun. The first light gun of this type was used on the MIT Whirlwind computer. Like rail shooters, movement is typically limited in light-gun games.

Notable games of this category include the Virtua Cop, the Time Crisis series and House of the Dead series, along with Duck Hunt for the NES.

First-person shooters

Doom, one of the games that defined the first-person shooter genre.

First-person shooter is characterized by an on-screen view that simulates the in-game character's point of view. Notable examples of the genre include Doom, Quake, Half-Life, GoldenEye 007, Battlefield (video game series), Gunmetal, Halo, Metroid Prime Hunters, and Pencil Whipped.

Third-person shooters

Third-person shooters are characterized by a third-person camera view that fully displays the player character in his/her surroundings. Notable examples of the genre include Rare's Jet Force Gemini, the Resident Evil series, and Gears of War.

Hybrid shooters

Additionally, shooters can quite easily be combined with other major game genres, most often role-playing or strategy.

Top-down shooters

Top-down shooter is another type of shooter sub-genre in which the action is in an 'overhead' view.

Tactical shooters

Tactical shooter is a shooter that generally simulates realistic, squad-based or man-to-man skirmishes.

Artillery games

Artillery is the generic name for either early two or three-player (usually turn-based) computer games involving tanks fighting each other in combat or similar derivative games. Artillery games are among the earliest computer games developed; the theme of such games is an extension of the original uses of computer themselves, which were once used to calculate the trajectories of rockets and other related military-based calculations. Artillery games also feature elements of turn-based strategy.

  1. ^ a b c Rollings, Andrew (2003). Andrew Rollings and Ernest Adams on Game Design. New Riders Publishing. pp. 290–296. {{cite book}}: Unknown parameter |coauthors= ignored (|author= suggested) (help)