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[[File:Doom ingame 2.png|thumb|250px|right|A screenshot of ''[[Doom (video game)|Doom]]'', one of the breakthrough games of the genre, displaying the typical perspective of a first-person shooter.]] |
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'''First-person shooter''' (FPS) is a [[Video game genres|video game genre]] which centers the gameplay around gun- and projectile weapon-based combat through the [[First person (video games)|first person perspective]]; i.e., the player experiences the action through the eyes of a [[protagonist]]. Generally speaking, the first-person shooter shares common traits with other [[shooter game]]s, which in turn fall under the heading [[action game]]. From the genre's inception, advanced 3D or pseudo-3D [[3D computer graphics|graphics]] elements have challenged hardware development, and [[Multiplayer video game|multiplayer]] gaming has been integral. |
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The first person shooter has since been traced as far back as ''[[Maze War]]'', development of which began in 1973, and 1974's ''[[Spasim]]''. [[1987]]'s ''[[MIDI Maze]]'' for the [[Atari ST]] was one of the first network multiplayer action games and also saw release on game consoles. The genre coalesced with 1992's ''[[Wolfenstein 3D]]'', which is generally 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 (video game)|Doom]],'' released the following year and perhaps the most influential first-person shooter. ''[[Half-Life (video game)|Half-Life]]'', released in 1998, enhanced the narrative and puzzle elements, and along with its 2004 sequel ''[[Half-Life 2]]'', showcases the considerable development of the genre's potential.<ref name="quantum"/><ref name="ign100"/> ''[[GoldenEye 007]]'' (1997) was the first landmark first-person shooter for [[Video game console|home consoles]], with the ''[[Halo series|Halo]]'' series heightening the console's commercial and critical appeal as a platform for first-person shooter titles. In the 21st century, the first-person shooter is one of the most commercially viable and fastest growing video game genres. |
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== Definition == |
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First-person shooters are a type of 3D [[shooter game]],<ref name="fundamentals">{{cite book|last=Rollings|first=Andrew|authorlink=|coauthors=Ernest Adams|title=Fundamentals of Game Design|publisher=Prentice Hall|year=2006|location=|url=http://wps.prenhall.com/bp_gamedev_1/54/14053/3597646.cw/index.html}}</ref> featuring a [[first person (video games)|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]] which are seen from the back or side, allowing the gamer to see the character they are controlling. The primary design element is combat, mainly involving firearms.<ref name="geektrivia"/> 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.<ref name="Rollings">{{cite book |last=Rollings |first=Andrew |authorlink= |coauthors=Ernest Adams |title=Andrew Rollings and Ernest Adams on Game Design |publisher=New Riders Publishing |year=2003 |location= |pages=290–296 |url=http://my.safaribooksonline.com/1592730019/ch09?portal=adobepress#ch09}}</ref> Following the release of the influential ''Doom'' in 1993, games in this style were commonly termed "Doom clones";<ref name="clones"/><ref name="britannica">[http://www.britannica.com/EBchecked/topic/932958/Doom Doom], ''Encyclopædia Britannica,'' Accessed February 25, 2009</ref> in time this term has largely been replaced by "first person shooter".<ref name="britannica"/> ''Wolfenstein 3D,'' released in 1992, the year before ''Doom'', is generally credited with inventing the genre, but critics have since identified similar though less advanced games developed as far back as 1973.<ref name="geektrivia"/> There is sometimes disagreement regarding exactly what design elements constitute a first-person shooter: for example, ''[[Deus Ex]]'' is sometimes considered a first person shooter, but may also be considered a [[Role-playing game (video games)|role-playing game]] as it borrows from this genre extensively.<ref name="levine">Perry, Douglass C., [http://uk.pc.ign.com/articles/733/733157p2.html BioShock: Ken Levine Talks First-Person Shooters], ''IGN,'' September 15, 2006, Accessed February 25, 2009</ref> Some commentators may extend the definition obliquely to include [[combat flight simulator]]s, as opposed to characters on foot.<ref name="quantum"/><ref name="geektrivia"/> |
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== Game design == |
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Like most shooter games, first person shooters involve an [[Avatar (computing)|avatar]], one or more [[ranged weapon]]s, and a varying number of enemies.<ref name="Rollings" /> 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.<ref name="fundamentals"/> First person shooters played on [[personal computer]]s are most often controlled with a combination of a [[Keyboard (computing)|keyboard]] and [[Mouse (computing)|mouse]]. This system is often considered superior to that found in console games,<ref>Beradini, Cesar A., [http://news.teamxbox.com/xbox/6918/Play-Halo-on-Xbox-with-a-Keyboard-Mouse/ Play Halo on Xbox with a Keyboard & Mouse], ''Team Xbox,'' October 4, 2004, Accessed February 23, 2009</ref><ref>Schiesel, Seth, [http://www.nytimes.com/2009/03/03/arts/television/03kill.html?_r=1&scp=2&sq= Balletic Finesse Amid the Science-Fiction Carnage], ''The New York Times'', March 2, 2009, Accessed March 7, 2009</ref> which frequently use two [[analog stick]]s, one used for running and sidestepping, the other for [[Free look|looking and aiming]].<ref name="noviceguide">Treit, Ryan, [http://www.xbox.com/en-US/games/tips/noviceguides/firstpersonshooters.htm Novice Guides: First Person Shooter], ''Xbox.com,'' Accessed February 23, 2009</ref> 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.<ref>Lahti, Martti, "As We Become Machines: Corporealized Pleasures in Video Games", Wolf, Mark J. P. & Perron, Bernard (eds.), ''The Video Game Theory Reader'', Routledge, p. 161</ref> |
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=== Combat and power-ups === |
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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.<ref name="guidetofps"/> In addition to shooting, [[melee#Use in gaming|melee]] combat may still 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.<ref>Hong, Tim, [http://www.gamasutra.com/view/feature/3868/shoot_to_thrill_biosensory_.php?page=3 Shoot to Thrill: Bio-Sensory Reactions to 3D Shooting Games], ''GamaSutra,'' December 2, 2008, Accessed February 23, 2009</ref> In other situations, a melee weapon may be less effective, but necessary as a last resort.<ref name="quakewars"/> "[[Tactical shooter]]s" are more realistic, and require teamwork and strategy to succeed;<ref name="noviceguide"/> the player often commands a squad of characters, which may be controlled by the game or by human teammates.<ref name="rainbow"/> |
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These games typically give players a choice of weapons, which have a large impact on how the player will play the game.<ref name="fundamentals" /> Some have highly realistic models of real weapons, including their rate of fire, size of ammunition, and accuracy. However, they may allow players 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.<ref name="fundamentals">{{cite book |last=Rollings |first=Andrew |authorlink= |coauthors=Ernest Adams |title=Fundamentals of Game Design |publisher=Prentice Hall |year=2006 |location= |url=http://wps.prenhall.com/bp_gamedev_1/54/14053/3597646.cw/index.html}}</ref> The protagonist can generally be healed and re-armed by means of items such as [[first aid kit]]s, simply by walking over them.<ref name="cliches">Staff, [http://uk.ps3.ign.com/articles/953/953636p1.html The Wednesday 10: First-Person Shooter Cliches], ''IGN,'' February 11, 2009, Accessed February 23, 2009</ref> Some games allow players to accumulate [[experience point]]s similar to those found in role-playing games, which can unlock new weapons and abilities.<ref>Staff, [http://www.gameinformer.com/News/Story/200803/N08.0305.1634.21173.htm?Page=2 The Art Of FPS Multiplayer Design], ''Game Informer,'' May 3, 2008, Accessed February 24, 2009 {{Wayback|url=http://www.gameinformer.com/News/Story/200803/N08.0305.1634.21173.htm?Page=2|date =20080525134030|bot=DASHBot}}</ref> |
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=== Level design === |
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First person shooters may be structurally composed of [[level (computer and video games)|levels]], or use the technique of a continuous narrative in which the game never leaves the first person perspective.<ref name="quantum"/> Others feature large [[Nonlinear gameplay|sandbox]] environments, which are not divided into levels and can be explored freely.<ref>Biessener, Adam, [http://www.gameinformer.com/Games/Review/200705/R07.0323.1414.37101.htm S.T.A.L.K.E.R.: Shadow of Chernobyl], ''Game Informer,'' Accessed February 23, 2009 {{Wayback|url=http://www.gameinformer.com/Games/Review/200705/R07.0323.1414.37101.htm|date =20080401032528|bot=DASHBot}}</ref> 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.<ref name="quantum"/> The environment can be damaged, 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.<ref name="cliches"/> Other games feature environments which are extensively destructible, allowing for additional visual effects.<ref>Reed, Kristan, [http://www.eurogamer.net/articles/p_black_ps2x Black], ''EuroGamer,'' June 2, 2005, Accessed February 23, 2009</ref> The game world will often make use of science fiction, historic (particularly [[World War II]]) or [[Modern warfare|modern military]] themes, with such [[antagonist]]s as [[Extraterrestrials in fiction|aliens]], [[monster]]s, [[Terrorism|terrorists]] and soldiers of various types.<ref>[http://www.gameinformer.com/News/Story/200806/N08.0605.1635.16706.htm?Page=1 FPS Field Guide: A Look At Common Enemies], ''GameInformer,'' May 6, 2008, Accessed February 23, 2009 {{Wayback|url=http://www.gameinformer.com/News/Story/200806/N08.0605.1635.16706.htm?Page=1|date =20080731162901|bot=DASHBot}}</ref> 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.<ref>Boutros, Daniel, [http://www.gamasutra.com/view/feature/3787/difficulty_is_difficult_designing_.php Difficulty is Difficult: Designing for Hard Modes in Games], ''GamaSutra'', September 16, 2008, Accessed March 10, 2009</ref> |
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[[File:Euskal encounter 2004 1.jpg|thumb|left|Later first person shooters utilize the internet for multiplayer features, but local area networks were more commonly used in early games.]] |
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=== Multiplayer === |
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First person shooters may feature a [[Multiplayer video game|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".<ref name="bf2"/> [[Massively multiplayer online game#MMO first-person shooter|Massively multiplayer online first-person shooters]] allow thousands of players to compete at once in a [[persistent world]].<ref name="MMOFPS">[http://uk.games.ign.com/articles/400/400835p1.html The Worlds First MMOFPS is nearly complete], ''IGN,'' May 5, 2003, Accessed February 23, 2009</ref> Large scale multiplayer games allow multiple squads, with leaders issuing commands and a commander controlling the team's overall strategy.<ref name="bf2">Kosak, Dave, [http://uk.pc.gamespy.com/pc/battlefield-2/626911p1.html Battlefield 2 (PC)], ''GameSpy,'' June 17, 2005, Accessed February 23, 2009</ref> Multiplayer games have a variety of different styles of match. The classic types are the [[Deathmatch (gaming)|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.<ref>[http://uk.guides.ign.com/guides/15922/page_7.html Halo Guide], ''IGN'', Accessed March 10, 2009</ref> Games may allow players to choose between various [[Character class|classes]], each with its own strengths, weaknesses, equipment and roles within a team.<ref name="quakewars">[http://uk.guides.ign.com/guides/884680/page_8.html Quake Wars Guide], ''IGN'', Accessed March 10, 2009</ref> |
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== History == |
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=== Early first person shooters: 1970s and 1980s === |
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[[File:Atari BattleZone Screenshot.png|right|thumb|Before the popularity of first person shooters, the first person viewpoint was used in [[vehicle simulation game]]s such as [[Battlezone (1980 video game)|''Battlezone'']].]] |
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The earliest two documented first-person shooters were ''[[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.<ref name="geektrivia">Garmon, Jay, [http://articles.techrepublic.com.com/5100-10878_11-5710539.html Geek Trivia: First shots fired], ''TechRepublic'', May 24, 2005, Accessed February 16, 2009</ref> ''Spasim'' led to more detailed combat flight simulators and eventually to a [[tank]] [[Vehicle simulation game|simulator]], developed for the [[United States Army|U.S. army]], in the later 1970s. These games were not available to consumers and it was not until 1980 that a tank game, ''[[Battlezone (1980 video game)|Battlezone]]'', was released in [[Video arcade|arcades]]. A version was released in 1983 for home computers, the first successful mass-market game featuring a first-person viewpoint and 3D graphics.<ref name="educational">Shahrani, Sam, [http://www.gamasutra.com/view/feature/2674/educational_feature_a_history_and_.php?page=1 Educational Feature: A History and Analysis of Level Design in 3D Computer Games - Pt. 1], ''GamaSutra'', April 26, 2006, Accessed March 7, 2009</ref> |
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''[[MIDI Maze]]'' was an early first-person shooter released in 1987 for the [[Atari ST]]. It was unique in featuring network multiplayer through the [[MIDI]] interface long before mainstream [[Ethernet]] and [[Internet]] play became commonplace. It is considered the first multiplayer 3D shooter on a mainstream system and the first major network multiplayer action game, with support for as many as 16 players. It was followed up by ports to various platforms in 1991 under the title ''Faceball 2000'', including the [[Game Boy]] and [[Super Nintendo Entertainment System|Super NES]], making it possibly the first handheld and multiplatform first-person shooter and an early console example of the genre.<ref>Parish, Jeremy, [http://www.1up.com/do/feature?cId=3133741 The Essential 50: Faceball 2000], ''1UP,'' Accessed April 24, 2009</ref> |
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Id Software released ''[[Hovertank 3D]]'' in 1991, which pioneered [[ray casting]] technology to enable faster gameplay than 1980s vehicle simulators. Later developers added [[texture mapping]] with ''[[Ultima Underworld: The Stygian Abyss]]'' (by [[Looking Glass Studios|Looking Glass Technologies]]), a role-playing game featuring a first person viewpoint and an advanced graphics engine, released in 1992. During development, this led to ''[[Catacomb 3-D]]'' which was actually released first, in late 1991, and introduced the display of the protagonist's hand and weapon (magical spells) on the screen.<ref name="educational"/> |
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=== Rise in popularity: 1992–1995 === |
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''[[Wolfenstein 3D]]'' (created by [[id Software]] and released in 1992) was an instant success and is generally credited with inventing the first person shooter genre proper.<ref name="quantum">Cifaldi, Frank, [http://www.gamasutra.com/features/20060901/quantum_01.shtml The Gamasutra Quantum Leap Awards: First-Person Shooters], ''GamaSutra,'' September 1, 2006, Accessed February 16, 2009</ref><ref name="geektrivia" /> 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.<ref name="quantum" /><ref name="geektrivia" /><ref name="guidetofps">Hasselberger, Cheese, [http://www.ugo.com/channels/games/features/firstpersonshooter/firstshotfired.asp Guide to FPS], ''UGO,'' Accessed February 16, 2009</ref> Despite the violent themes, it largely escaped the controversy generated by the later ''[[Doom (video game)|Doom]]'', although it was banned in [[Germany]] due to the use of [[Nazi]] [[Nazi symbolism|iconography]];<ref name="controversy">[http://uk.gamespot.com/features/6090892/p-3.html When Two Tribes Go to War: A History of Video Game Controversy], ''GameSpot,'' Accessed February 24, 2009</ref> the [[Nintendo]] version replaced the enemy [[attack dog]]s with giant [[rat]]s.<ref>Kushner, David, [http://query.nytimes.com/gst/fullpage.html?res=9B0CE4DF123BF933A25756C0A9679C8B63 Nintendo Grows Up and Goes for the Gross-Out], ''The New York Times,'' May 10, 2001, Accessed February 24, 2009 {{dead link| date=June 2010 | bot=DASHBot}}</ref> [[3D Realms|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.<ref>Guifoil, John, [http://blastmagazine.com/the-magazine/technology/2008/08/the-old-shoebox-download-blake-stone-aliens-of-gold/ The Old Shoebox: Download Blake Stone: Aliens of Gold], ''Blast,'' August 1, 2008, Accessed February 16, 2009</ref> |
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[[File:Wolf3d pc.png|thumb|left|Although it was not the earliest [[shooter game]] with a [[first person (video games)|first person]] perspective, ''[[Wolfenstein 3D]]'' is often credited with establishing the first-person shooter genre.]] |
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''Doom'', released as [[shareware]] in 1993,<ref name="guidetofps"/> refined ''Wolfenstein 3D's'' template by adding improved textures, variations in height (such as stairs the player's character could climb) and lighting effects such as flickering lights and patches of total darkness, creating a more believable 3D environment than ''Wolfenstein 3D's'' repetitive levels.<ref name="gamespotgreatestever">Shoemaker, Brad, [http://uk.gamespot.com/features/6143094/index.html?tag=result;title;2 The Greatest Games of All Time: Doom], ''GameSpot,'' Accessed February 18, 2009</ref> ''Doom'' allowed competitive matches between multiple players, termed [[Deathmatch (gaming)|"deathmatches"]], and the game was responsible for the word's subsequent entry into the video gaming lexicon.<ref name="gamespotgreatestever"/> The game became so popular that its multiplayer features began to cause problems for companies whose [[Local area network|networks]] were used to play the game.<ref name="guidetofps"/><ref name="gamespotgreatestever"/> ''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,<ref name="gamespotgreatestever"/> and has been available on almost every video gaming system since.<ref name="guidetofps" /> Multiplayer gaming, which is now integral to the first person shooter genre, was first achieved successfully on a large scale with ''Doom''.<ref name="quantum"/><ref name="gamespotgreatestever"/> While its combination of gory violence, dark humor and [[hell]]ish imagery garnered acclaim from critics,<ref name="gamespotgreatestever"/><ref>Perry, Douglass C., [http://uk.xboxlive.ign.com/articles/737/737139p1.html Doom Review], ''IGN,'' October 3, 2006, Accessed February 24, 2009</ref> these attributes also generated controversy from religious groups, with other commentators labelling the game a "murder simulator."<ref>Silverman, Ben, [http://videogames.yahoo.com/feature/controversial-games/530593 Controversial Games], ''Yahoo! Games,'' September 17, 2007, Accessed February 24, 2009</ref> There was further controversy when it emerged that the [[Eric Harris and Dylan Klebold|perpetrators]] of the [[Columbine High School massacre]] were fans of the game; the families of several victims later unsuccessfully attempted to sue id Software, among numerous other video game companies, claiming they inspired the massacre.<ref name="controversy"/> |
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On the [[Macintosh]], [[Bungie]]'s 1994 release of ''[[Marathon (video game)|Marathon]]'', and subsequently its 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 [[non-player character|NPCs]], and a strong emphasis on storytelling in addition to the action.<ref>http://www.escapistmagazine.com/articles/view/issues/issue_45/274-From-94-to-Infinity-Before-Halo</ref> ''[[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.<ref name="clones">Turner, Benjamin & Bowen, Kevin, [http://archive.gamespy.com/articles/december03/doom/clones/index.shtml Bringin' in the DOOM Clones], ''GameSpy,'' December 11, 2003, Accessed February 19, 2009</ref><ref name="guidetofps" /><ref>[http://www.tomshardware.com/picturestory/7-30-a-brief-history-of-star-war-games-part-1.html A Brief History of Star War Games, Part 1], ''Tom's Hardware,'' May 20, 2007, Accessed February 19, 2009</ref> ''[[Descent (video game)|Descent]],'' (released by [[Parallax Software]] in 1995) a game in which the player pilots a [[spacecraft]] around caves and factory ducts, was the first truly three dimensional first person shooter. It abandoned [[Sprite (computer graphics)|sprites]] and ray casting and introduced [[polygon]]s and [[six degrees of freedom]].<ref name="quantum" /><ref name="guidetofps" /> Apogee's ''[[Duke Nukem 3D]],'' released in 1996, was "the last of the great, sprite-based shooters"<ref name="guidetofps" /> 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.<ref name="guidetofps" /><ref name="controversy"/><ref>Soete, Tim, [http://uk.gamespot.com/pc/action/dukenukem3d/review.html?om_act=convert&om_clk=gssummary&tag=summary;read-review Duke Nukem 3D Review], ''GameSpot,'' May 1, 1996, Accessed February 19, 2009</ref> |
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=== Arrival of 3D graphics: 1996–1999 === |
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Shortly after the release of ''Duke Nukem 3D,'' id Software released the much anticipated ''[[Quake (video game)|Quake]],'' which used 3D polygons instead of sprites. Like ''Doom,'' ''Quake'' was influential and genre-defining, featuring fast paced, gory gameplay. It was centered around online gaming and featured multiple match types still found in first person shooter games today. It was the first game to have a following of [[Clan (computer gaming)|clans]], attracted increased [[Mod (computer gaming)|modification]] and expanded the market for [[video card]] hardware.<ref name="quantum"/><ref name="guidetofps"/><ref>Ward, Trent C., [http://uk.gamespot.com/pc/action/quake/review.html?om_act=convert&om_clk=gssummary&tag=summary;read-review Quake Review], ''GameSpot,'' June 22, 1996, Accessed February 19, 2009</ref> |
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The first landmark, best-selling console first-person shooter was [[Rare (company)|Rare's]] ''[[GoldenEye 007]],'' based on the [[James Bond]] [[GoldenEye|film]] and released on the [[Nintendo 64]] in 1997. 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 [[headshot]]s, and the incorporation of stealth elements.<ref name="quantum" /><ref name="guidetofps" /><ref>Gerstmann, Jeff, [http://uk.gamespot.com/n64/action/goldeneye007/review.html?om_act=convert&om_clk=gssummary&tag=summary;read-review GoldenEye 007 Review], ''GameSpot,'' August 19, 1997, Accessed February 19, 2009</ref><ref>Berghammer, Billy, [http://www.1up.com/do/feature?pager.offset=1&cId=3171143 A Rare Look at Rare], ''1UP,'' Accessed February 19, 2009</ref> |
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Released in 1998, ''[[Tom Clancy's Rainbow Six (video game)|Tom Clancy's Rainbow Six]]'' started a popular trend of tactical first person shooters, though it was not the first of its kind. 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 enough to kill a character.<ref name="rainbow">Dunkin, Alan, [http://uk.gamespot.com/pc/action/tomclancysrainbowsix/review.html?om_act=convert&om_clk=gssummary&tag=summary;read-review Tom Clancy's Rainbow Six Review], ''GameSpot,'' September 9, 1998, Accessed February 19, 2009</ref><ref>[http://uk.gamespot.com/gamespot/features/pc/gamecollector/0907/ Game Collector: This Means War!], ''GameSpot,'' September 7, 2001, Accessed February 19, 2009</ref> ''[[Medal of Honor (video game)|Medal of Honor]]'', released in 1999, started a long running proliferation of first person shooters set during World War II.<ref name="guidetofps"/> |
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[[Valve Corporation|Valve's]] ''Half-Life'' was released in 1998. Initially met with only mild anticipation, it went on to become an unprecedented commercial success.<ref name="guidetofps"/><ref name="halflife10">Ocampo, Jason, [http://uk.pc.ign.com/articles/932/932067p1.html Half-Life 10th Anniversary], ''IGN,'' November 19, 2008, Accessed February 19, 2009</ref> While previous first person shooters had focused on visceral gameplay with comparatively weak plots, ''[[Half-Life (video game)|Half-Life]]'' had a strong narrative; the game featured no [[cut scene]]s but remained in the first person perspective at all times. It featured innovations such as [[Non-player character|non-enemy characters]] (featured somewhat earlier in titles such as ''[[Strife (video game)|Strife]]'')<ref>[http://www.gamespot.com/pc/action/strife/review.html?tag=quicklinks%3Breviews Strife Review], ''[[GameSpot]]'', June 27, 1996]</ref> but did not employ [[power-up]]s.<ref name="quantum"/> ''Half-Life'' was acclaimed for its [[Game artificial intelligence|artificial intelligence]], set of weapons and attention to detail and, along with its sequel ''[[Half-Life 2]]'' (released in 2004), is consistently reviewed as one of finest examples of the genre.<ref name="halflifegreatest">[http://uk.gamespot.com/features/6171044/index.html?tag=result;title;2 The Greatest Games of All Time: Half-Life], ''[[GameSpot]],'' May 18, 2007, Accessed February 19, 2009</ref> |
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''[[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)|Battlefield]]'' series.<ref name="quantum" /><ref name="ign100">[http://uk.top100.ign.com/2005/061-070.html IGN's Top 100 Games], ''IGN,'' July 25, 2005, Accessed February 19, 2009</ref> 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.<ref name="guidetofps" /> ''[[Counter-Strike]]'' was also released in 1999, a ''Half-Life'' [[mod (computer gaming)|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.<ref name="guidetofps" /> |
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=== Recent milestones: 2000–present === |
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At the [[Electronic Entertainment Expo|E3]] game show in 1999, [[Bungie]] unveiled a [[real-time strategy]] game called ''[[Halo: Combat Evolved|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 game|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 Trilogy|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 (Halo)|Master Chief]] and its [[Covenant (Halo)|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.<ref name="guidetofps" /> ''[[Deus Ex (computer game)|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.<ref name="guidetofps"/> ''[[Metroid Prime]],'' released in 2002 for the [[Nintendo GameCube]], another highly praised console first person shooter, incorporated [[Action-adventure game|action adventure]] elements such as [[jumping puzzle]]s and built on the ''Metroid'' series of [[platform game|2D platformers]].<ref name="guidetofps"/> |
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''[[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."<ref>Butts, Steve, [http://pc.ign.com/articles/165/165364p1.html World War II Online], ''IGN'', August 6, 2001, Accessed March 11, 2010</ref> ''[[Battlefield 1942]]'', another World War II shooter released in 2002, featured large scale battles incorporating aircraft, naval vessels, land vehicles and infantry combat.<ref name= "guidetofps"/> In 2003, ''[[PlanetSide]]'' allowed hundreds of players at once to compete in a persistent world,<ref>Bramwell, Tom, [http://www.eurogamer.net/articles/article_46937 Sign-up for PlanetSide beta], ''EuroGamer'', November 4, 2002, Accessed March 10, 2010</ref> and was also promoted as the "world's first massively multiplayer online first person shooter."<ref name="MMOFPS"/> ''[[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,<ref>[http://uk.pc.gamespy.com/pc/doom-3/ Doom 3 (PC)], ''GameSpy'', Accessed March 9, 2009</ref><ref>Fahey, Rob, [http://www.eurogamer.net/articles/ukcharts_170804 UK Charts: Doom 3 scores first 2004 No.1 for PC platform], ''EuroGamer'', August 17, 2004, Accessed March 9, 2009</ref> though some commentators felt it lacked gameplay substance and innovation, putting too much emphasis on impressive graphics.<ref name="levine"/> In 2005, a [[Doom (film)|film based on ''Doom'']] emulated the viewpoint and action of a first person shooter, but was critically derided as deliberately unintelligent and gratuitously violent.<ref>Lyttle, John, [http://www.newstatesman.com/200512050036 John Lyttle - Shoot 'em up], ''New Statesman'', December 5, 2005, Accessed March 7, 2009</ref> |
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''[[Bioshock]]'' was acclaimed by some commentators as the best game of 2007 for its artistry, narrative and innovation.<ref>Fitzpatrick, Paul, "Bioshock", ''PlayStation Official Magazine UK'', December 2008 (issue 25), pp. 90-91</ref><ref>Cowen, Nick, [http://www.telegraph.co.uk/scienceandtechnology/3355401/The-top-10-video-games-of-2007.html The top 10 video games of 2007], ''The Telegraph'', December 6, 2007, Accessed March 8, 2009</ref><ref>Hoggins, Tom, [http://www.telegraph.co.uk/scienceandtechnology/3358016/Why-videogamers-are-artists-at-heart.html Why videogamers are artists at heart], ''The Telegraph'', November 10, 2008, Accessed March 8, 2009</ref>''[[Crysis]]'' (2007) and ''[[Far Cry 2]]'' (2008) broke new ground in terms of graphics and large, open-ended level design,<ref name="guidetofps"/><ref>Hurley, Leon, "Far Cry 2", ''PlayStation Official Magazine UK'', December 2008 (issue 25), pp. 98-100</ref> 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.<ref>Ditum, Nathan, "Resistance 2", ''PlayStation Official Magazine UK'', December 2008 (issue 25), pp. 79-82</ref> As of 2006, in terms of revenue for publishers, the first person shooter was one of the biggest and fastest growing video game genres.<ref name="attractive">Cifaldi, Frank, [http://www.gamasutra.com/php-bin/news_index.php?story=8241 Analysts: FPS 'Most Attractive' Genre for Publishers], ''GamaSutra,'' February 21, 2006, Accessed February 23, 2009</ref> |
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== See also == |
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* [[First-person shooter engine]] |
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* [[List of first-person shooters]] |
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* [[List of freeware first-person shooters]] |
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* [[Third-person shooter]] |
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== References == |
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Revision as of 20:42, 8 August 2010
FiRST PersONZ ShooteRZZZZ ARE WERE yOu figHT tErrosits and sTuff.