824.FPS

FPS, first-person shooting game, referred to as FPS game.

Strictly speaking, first-person shooters belong to a branch of the ACT genre, but like RTS games, they have developed into a separate genre due to their rapid popularity in the world.

As the name suggests, FPS first-person perspective shooter game is a shooting game from the player's subjective point of view, players no longer manipulate the virtual characters on the screen to play like other games, but experience the visual impact of the game in an immersive way, which greatly enhances the initiative and realism of the game. Early first-person games generally brought players the excitement of screen light and the simple and fast pace of the game. With the gradual improvement of game hardware, as well as the continuous combination of various games. The first-person shooter genre offers a richer story, beautiful graphics, and vivid sound.

The world's first FPS appeared in 1981 when Wolfenstein was released by Muse Software. The series is known as the foundation work of FPS games.

In the 90s of the 20th century, the WarBird (war bird) developed by the Cornered Rats development office of Playnet Inc in the United States. In War Bird, all characters can only play the game from a first-person perspective.

War Bird is also the prototype of an MMO that allows gamers to connect to each other via the internet — you read that right, not a local area network connection. Later, the original development team of War Bird founded Playnet Inc in 1999, and in 1999 began to develop WWIIOL: Battleground Europe (Chinese known as "Guild Wars"). In "Guild Wars Sea, Land and Air", the FPS game operation basis of the left-hand wsad button controls the character to move forward, backward, left and right, and the right-hand mouse controls the direction of the character's rotation.

So in Europe and the United States, even a few games claim that WSAD and mouse control appeared at the same time as Guild Wars.

Quake, also known as Quake, is the world's first truly polygonal rendering 3D game and one of the prototypes of FPS games. Since its release in 1996 by id Software, the game has enjoyed huge market success, with multiple versions of Quake (1996), Quake II (1997), Quake III. Arena (1999), and Quake IV (2005).

The innovation of "007 GoldenEye" is the introduction of "damage calculation": the enemy will react differently depending on the part of the enemy's body hit, so the "headshot" gameplay has become the standard configuration of FPS games. It can be said that "GoldenEye" is the prototype of modern FPS games, which laid the basic rules and gameplay of realistic FPS games, and it led the trend of realism in FPS games.

The 3D FPS masterpiece "007 GoldenEye" released by RARE on July 31, 1997 has sparked a popularity boom in Europe and the United States for more than two years, and the cumulative sales in the United States alone have exceeded 5 million copies. GoldenEye 007 is the first first-person shooter to incorporate stealth elements. In this game, you can use a silenced pistol to take out guards before they trigger an alarm, and you can even disrupt surveillance by shooting. GoldenEye 007 was the first of its kind in the industry to include the idea of a stealth element in a first-person shooter genre. This work inspired many subsequent games of the same genre.

Half-Life is a sci-fi first-person shooter video game series, originally developed by Valve Software and published by Sherry Hill in 1998. The engine used in the first use was modified from the Quake II engine.

So compared to the games above, Half-Life itself is at the younger brother level, so even if the distant group develops CG, it can completely use "tribute to the pioneers of FPS games" to gag Valve's mouth

But in fact, such worries are estimated to be superfluous, after all, when CF was born in the previous life, I didn't see Valve say anything. That is, players posted some complaints in private, but with the launch of the game, the quality of the game was passable, which immediately made the vast majority of players shut up.

CS is good, but the biggest problem is that you can only play it in the LAN. Although there are some battle platforms that offer a way to play, it is not as convenient as directly creating a game. And CF this game,It's really full of sincerity.,The game itself,Although it's true to imitate a lot of CS's style and content, etc.,But CF is also trying to change.,Constantly launch the heart model.,A little bit of the correlation between and CS.,Over time,It's finally self-contained.,It's also the reason why few people say CF plagiarizes CS.。 Because the former has gone out of its own way, and the latter, and even began to copy the former in reverse, to be honest, it is actually a bit ugly.

Of course, this is also something that can't be helped, everyone despises plagiarists, but plagiarism has long become a tradition in the industry.

What's more, shooting games have come to this day, to put it mildly...... It has reached a bottleneck period, how to take a new step, how to break the existing shackles, it can be said that all game manufacturers are facing the problem.

Do you remember...... In the years before Zhou Fangyuan's rebirth, the peak of FPS was probably from the birth of "Call of Duty 4", and FPS games represented by "Call of Duty 4" gradually became the mainstream of the game industry. At that time, the entire gaming world was touting Call of Duty, shouting that the golden age of FPS had arrived. However, when 9 years have passed, although FPS games are still the king of the game industry at that time, but in that era when FPS games seem to have been flooded, players have found themselves slowly losing the fun of playing FPS games, and those former FPS manufacturers now seem to have encountered problems.

For example, "Call of Duty", which is considered to be the representative game of FPS, seems to have become a representative of the game industry in many versions released in successive years after the fourth generation. In fact, think about it calmly, go through the information of those games, if possible, it's best to consult the gods, and then bring these things together to see the problem, then the problem is clearer - FPS, encountered a big bottleneck.

Start with Counter-Strike, Blasting, Team Fighting, Zombie Mode, PVE Survival Mode. When it comes to today's common FPS games, there are nothing more than a few modes. This simple game mode makes it very easy for players to pick up, but it makes the game uninnovative and in-depth fast-paced confrontation and hormone release, and it is easy to get sleepy as the days go by.

In fact, in terms of game modes, FPS has not been unchanged. "Special Forces 2", which is still popular abroad, and the "capture mode" and "escape mode" that appeared in the domestic name "Storm War Zone" are still talked about by players today. But for various reasons, "Special Forces 2" has almost disappeared in the country as well. The traditional modes represented by "CrossFire" and "Call of Duty" are very similar to the CQB combat mode in reality, and the basic combat modes are just a few types, which can be described in one sentence: "Close combat, corner meets love." When you meet each other, see who fires faster" is a typical CQB combat principle.

Even the Call of Duty, once hailed as a "masterpiece", is not exempt. But because of this, the problems in terms of the game experience are further amplified in Call of Duty.

Compared to more professional CQB games such as Rainbow Six, there is a world of difference between tactics and combat experience compared to Rainbow Six: Siege. There's nothing tactical about the game, and it's not a level game in terms of experience.

On the other hand, the demand for FPS games has gradually shifted from the simple pursuit of refreshing shooting fun to the demand for more depth of the game. On the one hand, players are tired of COD-style monotonous and gray main-view shooters. The Call of Duty campaign is short and full of mundane twists, as evidenced by the complaints of players about the lengthy campaign in Call of Duty 12. Now those games with more depth will be favored by casual players.

Of course, there is one more point: among fans of shooting games, "modding control" is starting to increase. However, many FPS games have guns that cannot be modified at all, or can only be purchased with fixed modified parts. Some games are starting to realize this, but many more don't.

The final bottleneck lies in the players and operations, including the mindset of the developers. FPS games are easy to pick up, which is irrefutable. But it is also this characteristic that makes today's traditional FPS games have a situation where "the forest is big, and there are all kinds of birds". The "CrossFire Elementary School Students" who have been complained about and even accused by players on the Internet will not be repeated here. In fact, there are many such players abroad, especially in the "Call of Duty" series. This is especially true when a large number of immature youths or bear children throw things around.

If a gamer has a bad reputation or has a lot of cheats, then other players will not come to play the game, and if other players do not play COD, the original bad actors will become even worse, and then it will not attract other players to play. This vicious cycle often ruins the game.

And these are just some of the most common problems that exist in the more common FPS single-player and online games. As for some operational problems such as "golden AK", that's a different kind of problem. Maybe FPS games will be popular for a long time, but it is undeniable that the golden age of FPS games has arrived, and it will soon pass, and for FPS games, it may be time to innovate and change. For those large manufacturers, what they have to face now is not the problem of plagiarism and plagiarism by companies like Yuanfang Group, first of all, this cannot be said to be plagiarism or plagiarism. What they really should be dealing with is a large number of players who are becoming more and more distant. Players' appreciation of water products is constantly improving, and the requirements will also continue to improve, and those who can't keep up with the trend can only be eliminated.

Far games are mainly operational, and the development project department is basically all placed abroad, and it will gradually turn to operation in the future, so problems like this to meet the tricky tastes of players will be farther and farther away from the distant group, but those traditional development manufacturers, they need to worry more about such problems.

Of course, there are some game developers who have taken a different path.

It's like Overwatch developed by Blizzard, it's an FPS game, but all the characters in it have their own different skills and different coordination schemes, but it's somewhat similar to Rainbow Six, and it's not a simple gunfight game. I have to say that such a design is very interesting, coupled with Blizzard's excellent performance as always, it can be said that this game was originally likely to be popular all over the world, and the power of the Warcraft series was the result.

The advantages of it are really too obvious.

Overwatch is first and foremost a product of the FPS segment, and for FPS enthusiasts, it can be regarded as a good thing.

Traditional FPS players tend to play traditional FPS games like COD, Battlefield, and CSGO, while players who are not so confident in marksmanship, who like a variety of skills and visuals, and who prefer a more casual pace of gameplay, are willing to try games like Overwatch.

The mechanism of hiding match data is very friendly to newcomers, so you don't have to worry about being blamed by your teammates for dying too much. At the same time, the replay of the best performances in those matches not only praises the good players, but also reduces the burden on the newcomers, and compared to other games with open data, Overwatch is less stressful and more attractive. In addition, compared to traditional shooting games, all the items, guns, and skills are designed to make the player's shooting more accurate.

But Overwatch does the opposite, shooting less accurately and instead using skills and team-mates to work together, an innovative shooter gameplay that many players haven't experienced before.

And there is a problem with traditional shooting games, that is, the strong are always strong, and collect props by killing enemies, including but not limited to guns or ammunition, and the weak can only be constantly killed and robbed.

The quick reflexes, sensitive dodging, and accurate shooting of the masters are very, very, very unfriendly to novices. At this point, Overwatch has done enough to protect the newcomers.

However......

Overwatch did not really take over the reins.

The reasons are complex, and they cannot be explained by the so-called one, two, or three points.

First of all, teamwork or something,The requirements for domestic players seem to be a little too high.,Of course, it's not that domestic players don't have team spirit.,But for games like FPS,Teamwork is already more difficult than other games.。 Overwatch is characterized by the fact that each hero has special skills, and this is where the drawbacks lie. Because there are too many skills, many players can't remember all the skills at all, so they will directly numb the claws when they change heroes, how can they talk about cooperation?

The absence of combat data does reduce the pressure on the player, but at the same time, it also weakens the player's passion. If you play poorly, you don't have to be scolded, but what about those who play well? Since it's teamwork, you can't just look at the number of kills, but also look at the auxiliary movement coordination, etc., all the combat data are not recorded, and those heroes who are relatively not very good at frontal combat can't be reflected. The player's coolness has been invisibly weakened by a large part.

There is also the fact that the game graphics are too dazzling, and it is good to be dazzling, but it is dizzying to be too dazzling.

And it must be admitted that the appearance of Overwatch in the previous life was really not a good time. After the failure of Blizzard's Titan project, the company experienced stock price fluctuations, personnel exodus, and Warcraft downturn, and Overwatch, which was launched quickly, lost Blizzard's original "ten years of grinding a sword" precipitation, although the playability of the game is still very high, and the game itself is still considered a high-quality product, but it is still too difficult and too difficult to achieve the authority left by Warcraft back then. At its worst, Overwatch can't even compare to Hearthstone, a "work of entertainment...... How can this be reasonable?