i would like more all-in-one AI - if you look at AI types in games, the ai is always built around the particular playstyle of the game - compare a run n gun game with a slower paced tactical shooter with a stealth game, each has fundamentally different AI which is built around the particular game's playstyle, and if you try and adopt a playstyle not suited to the AI, it doesn't work
as an example, i'd like to play a run n gun game where i can hide, avoid enemies and take them down with stealth without everyone else being automatically alerted to my presence and automatically knowing where i am - and i would like the AI to facilitate that, by having realistic vision cones and hearing spheres, by patrolling, by not seeing me when i'm standing in pitch black darkness -and other techniques which would facilitate it... i would not necessarily want the focus to be on stealthing, just as an example, but i would like the AI to facilitate it if that was how i chose to play the game, rather than being forced into a particular playstyle - most games aren't very accomodating in this
abolition of the sheild system - i know it's no more of a computer game contrivance than health packs, but i like my health packs... i think shield systems are stupid... my personal favourite health system to date is probably in call of cthulhu: dark corners of the earth - you take particular wounds in particular areas, and use approprite health items (which you carry around with you) to cure your specific wounds... f.e.a.r had a kinda sorta similar mechanic, only more streamlined - i liked that, too
no more crosshairs - some games benefit from it (non-realistic games like, as an example, UT3) but i think firing blind from the hip or placing arrucate shots with iron sights is the best mechanic for a realistic shooter - i first experienced this specific style in brothers in arms, i thought it worked great, and i think more fps games should consider it
bodily animations - i don't like being a floating hand and gun, i like to see my body, i like to see my hands when i climb ladders (instead of climbing ladders hands free, which always freaked me out), i like to be able to kick stuff over, jump over stuff, when i open a door, i want to sling my gun down and extend an arm and open it - all with contextual animations... f.e.a.r really started this, but it didn't take it very far... project origin seems to be taking it further, but there's still far more capacity for immersion in so far as feeling like we actually are the character, through body animations, and i think more games should look into this
this doesn't just apply to FPS, but it's probably most prominent in FPS games - the locked door... which, frankly, is no different than an invisible wall... whenever i hit a door, a door i can't open, i get pissed off - because all i can think is, the developers don't want me going in there - i know from experience that good level design is a massive pain, and given that most areas would carry redundancy anyway (as they would just be periphery not connected with the primary route of the player), it is easier to just lock them off, but it still irks me to have these areas that i cannot get through because the door is locked, but my character is perfectly happy to blow some other door open, because i magically know that that's where i need to go
more story - again, this isn't just a problem afflicting FPS and yet, again, it's most prominent in FPS games - the story is usually a brief set of facts tying everything together - there's little to no character, there's little to no content, there's little to no development - a game like max payne is a perfect example of how well a shooter can carry a story - sure, it's hardly original as stories go, but the presentation and style makes it an utter joy to experience, and adds so much more to the game than simply the existence of a story
and you know, thinking about it - i think farcry 2 is promising to deliver on all of these points... just hope that game isn't all marketing BS
Log in to comment