Game Development Community

Innovative FPS Features

by Scooby Brown · in Game Design and Creative Issues · 12/11/2007 (2:12 am) · 41 replies

Having played all differnt FPS games from Halo to Half-Life, ive seen some very unique feature that set each game apart from each other and are polished so well that it is the first thing that comes to mind when you play. Now me, as an indie, love playing these games but wouldnt want to make another one that people will say "this reminds me of so and so", or "they took that from this other game". I want to make a FPS that people will say "nice Ive never seen this before." Now my game is coming along just fine but i still have no concrete "Innovative" features or something to set this apart from the other games. I did have in mind a cause and effect type of gameplay but i want to start small so it wont take me 7+ months to finish this game.lol

So i have come to all my fellow torquers to ask:

What do you want in a FPS that you have never seen before?
Page «Previous 1 2 3
#1
12/11/2007 (2:57 am)
I know its not new but, more puzzles.
#2
12/11/2007 (4:26 am)
I for one would like to see some more real time traps. Ever play the fps Might and Magic game? You can shoot ropes that are holding logs and such and have them swing down to knock your opponent off of a ledge. Being able to actually set up the traps with physics would be even more impressive.
But, if anybody really has any ideas that have never been seen before, they are probably not going to tell you :P
#3
12/11/2007 (3:54 pm)
Lol I get your point but i did like the traps from Farcry or such that you could place and use.
#4
12/12/2007 (3:41 am)
I agree with J.P., being able to change the environment to help you, with traps or some other method, would awsome.
#5
12/12/2007 (8:19 am)
I'd say get out of making FPSs altogether. They're everywhere, and the biggest studios are putting everything they've got into their FPSs. So you'll be getting compared to the very largest budgets in the industry.

If you want to be innovative, try avoiding the most over represented genres in the industry. Off the top of my head, I'd say FPS, driving, sports, RTS, MMO would be the big ones.

BTW, I'm working on an FPS...so take this all with a grain of salt :)
#6
12/12/2007 (2:55 pm)
I also agree with JP. Reminds me of the old spy vs spy game on the C=64 where you set traps and your opponents could run into them or disable them if they were careful.
#7
12/14/2007 (9:21 pm)
Automatc aiming.

No, seriously! In a really high-tech setting (think hard sci-fi - Night's Dawn trilogy, etcetera), it could be explained away, and it would lead to new gameplay challenges. Instead of the idea being to hit your enemy with a weapon, that's a given - the idea is to outmaneuver(sp) the enemy so that when you do hit them, you do more damage. To ensure that, maybe have shields that only work in one diection. Squad-based game.
#8
12/15/2007 (1:24 am)
I kinda liked the idea I heard once, put some civilians in the mix that could detract points if the "good guys" were to kill them, and let the "bad guys" use them as cover or even bartering chips. it could even be set up to where you could be the bad guy taking hostiges.

Another Idea that has not been used much is, if you are doing a futuristic fps, use extremly low gravity to where if you were to be hit by enough force you could potentionaly go flying away to your death.

which just sprung another idea! Have a battle where you have special magnetic boots and you could walk on walls and even the celling so that you can find unique hiding spots and have very unique battles.

I just keep thinking of more lol. IF you have played the orange box's Portal game, you could use a portal gun in a multiplayer fps. It would be awesome, and again add a very unique style to the game.

I hope this helped a little.

ps. I can't think of a single game that used that magentic boot idea so I would actually like to see that in a game
#9
12/15/2007 (4:15 am)
Hey thanks you guys I see alot of creativity around.
#10
12/15/2007 (12:52 pm)
Playing with my first attempt at creating a sniper rifle in another engine - when I tested it, I zoomed in on a location, and when I zoomed out, my character model had shifted to the zoomed location! Not what I'd intended at all (Forrest Gump school of coding, me) but I quite liked the effect - a teleporter controlled by the rifle scope. Cool way of reaching otherwise unreachable locations.
#11
12/15/2007 (8:25 pm)
Quote:ps. I can't think of a single game that used that magentic boot idea so I would actually like to see that in a game
AVP - the Aliens could run on walls. Not totally the same idea though - you seem to be advocating free wall-running for all. Combined with well-designed levels, that'd be absolutely awesome :)
#12
12/17/2007 (6:26 am)
@Daniel re: Auto aiming..

That is a terrific idea.
#13
12/19/2007 (8:34 pm)
Thanks guys i will definately consider these.
#14
12/20/2007 (12:18 pm)
William: that's what I thought ;)

Another idea, how about real zero-g? You can't move unless you're touching something, firing a weapon sends you spinning, even looking around without a grip on something will spin you. While you're grabbed onto a wall, you can push off, move around on the wall, etc. If you hit a bit of wall with nothing to hold, you bounce, or you can try to stick to it or just push off again.
#15
12/20/2007 (2:42 pm)
I agree the FPS genre is just more of the same.
All FPS's are basically the same just change the setting a little , sci-fi ,WW2 , modern warfare, with different guns and maybe vehicles.
The FPS genre has become like the movie industries , go with what worked last year and add some special effects and a hero to be worshiped but don't change the FPS cookie-cutter formula.

This trend is really surprising if you look at the many FPS's that come out each year and fail.
Because they simple won't/can't break out of the FPS mold and stand out from the rest.
If the odds of succeeding is stacked against a new FPS then why not take a chance and actually make the game unique.
#16
12/21/2007 (1:35 pm)
That's definately true, but I don't really agree that it means you can't make an FPS innovative. Meh. My FPS definately won't be innovative - I'll be happy enough with getting it finished...
#17
12/25/2007 (9:46 am)
Daniel: I like the zero-G idea, reminds me of one of the war games they played in "Ender's Game". Though with all that whipping around for your character, it might be better to pull out to a 3rd person view.

As for my personal opinion.... i'd say enhanced interactivity with the environment. I'd prefer that over enhanced rendering....like Assassin's Creed's climbing system, being able to mess with ALL objects, CS:Source sort of went a bit that way, but there are still invulnerable bookcases and such. Also, why can't I pick up a heavy book and smack someone in the face with it? I want to be able to tip the bookcase onto him, so i guess it sort of falls into the previously mentioned implementation of physics. For example, include cloth physics, that way the player can throw a tarp or something over an enemy.... I really want to be able to just do whatever strange thing comes to mind. I want something that feels a bit more like a WORLD, instead of a playground, where everything's bolted down, and no matter how hard you try, you can't do anything to/with the environment.

Oh, and include a decent melee fighting system. I really liked the one in Chronicles of Riddick. It was relatively simple, but lent far more depth than "press 'F' to swat with your gun". You could use a hook, a jab, block, you could also counter if you timed it right. Maybe let people pick between several options for moves, so they can try and go all Hoyce Gracie, risking getting pummeled before you can shoot(for the legs). Of course, the techniques would have to be much more powerful than in fighting games, otherwise no one would use them.

That's my two-cents.
#18
12/25/2007 (10:22 am)
Shig beat you guys on the Magnetic Boots idea...

Want to know something I thought would make an FPS more innovative?

How about integrating Peripheral Vision?! ;)

It's something I planned on working on in the future (mostly for my RPG, using a widescreen 'bent' perspective). It'd be pretty sweet in a FPS, I think.
~ Ronixus

(Shig, wha? - Go save that princess, Link! Hint, hint!)
#19
12/25/2007 (6:51 pm)
How about flying? that's one thing we don't see much in fps, gameplay involving a high degree of vertical movement ability. it's not exactly new, I've seen flying powerups in rise of the triad, duke nukem, and quake 3, but these were just powerups. the vast majority of fps are based on terrestrial exploration.

it can be argued that this has already been done with the descent games, and I would agree. but it's still a relatively unused gameplay feature.
#20
12/26/2007 (7:37 am)
Halo got it right for the fun factor:
1. Realistic physics for player and vehicles. Falling hurts.
2. Enemy can be fooled and has weaknesses you can exploit.
3. Deadly melee that can kill on first hit due to enemy weaknesses.
4. Indestructible jeep.
5. Vehicles can be effective tactical weapons.
6. Fresh new storyline.
7. The obligatory shotgun was a nice touch. Brought me back to the Doom days. Although the Doom shotgun sounds were better.

Halo2 got it wrong:
1. Physics seemed to be toyed down. Falling should still hurt. You should have still been able to "jump" with Ghosts.
2. The jeep should still be indestructible.
3. Storyline was good, but they left you hanging. This more than anything just ticked me off. So much so that when I upgrade to a next gen console it will be a PS3.
4. Somehow the "feel" was not as good as when playing Halo. The sounds seemed tinny and movement did not feel as natural.

If they had taken the original Halo fps and added dual wielding, the additional melee, left in fall damage, and left the jeep alone things would have been better. Also, they should not have limited where I can go in the missions. Halo2 put in invisible walls to keep you out of certain places. That is really annoying and took away from the fun of getting places you were not supposed to be. Another nice addition would have been dynamic vehicle mounting. Make it so you can ride other moving vehicles if you can jump on them. Also, who would have loved to have driven the crab machine?
Page «Previous 1 2 3