• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

First Person Shooter Family Tree Construction

nkarafo

Member
Τurok 1 should be mentioned IMO.

It was the first fully 3D FPS with huge outdoor levels and fully polygonal enemies who had proper animation, unlike Quake's two-frame stop motion puppets.


It's like I slipped into an alternate universe where Half-Life doesn't exist
True.
 
D

Deleted member 22576

Unconfirmed Member
I think its kinda weird to leave Bethesda's titles out of this just because they're not shooters.
Its true there are certain design trends that proliferated the FPS space that didn't affect their games, but in terms of technological progression and modern relevance they seem just as important as any thing else you'd mention.
 

Goldrush

Member
Is it weird that I can't think of one FPS game that copied the mission-based setup of Goldeneye/PD? Timesplitter came close, but made it a more linear, action-based title and was was pretty much made by the same people so I'm not sure it should count. I would think a title with the success of Goldeneye would spawn endless copycats.
 

nkarafo

Member
Is it weird that I can't think of one FPS game that copied the mission-based setup of Goldeneye/PD? Timesplitter came close, but made it a more linear, action-based title and was was pretty much made by the same people so I'm not sure it should count. I would think a title with the success of Goldeneye would spawn endless copycats.
Goldeneye was unique (from what i read) in that the missions were created after the levels were ready. They made the levels first without knowing what missions they will put in, they just thought about the missions later. Because of this, Goldeneye had many areas, rooms, buildings, etc that you didn't have to visit/use but they were there for you to explore if you wanted. This made the missions feel less linear and the areas more realistic. At least thats what i read about the making of Goldeneye.

I guess they somewhat followed this tactic with PD.
 

Mr. X

Member
I miss PD's N-Bomb (Pinball Mode) and Laptop Gun (sentry mode).

Guns shooting through walls were cheap lol. Duel wielding Golden Magnums behind a door in a linear hallway.
 
If you notice, after MOHAA, Splash Damage made the next three games that directly lead to Titanfall, each of which further pushes Respawn's original objective based gamepay further.
Hmm? I was never into MOH:AA, but something tells me that you're thinking of Return to Castle Wolfenstein, not MoH? *Ah, you're referring to movement and aiming... I suppose that from that angle, it could be seen as a precursor to RtCW. Though you could put DoD before that, depending on if you start counting from the beta or not.

Anyway, I think Splash Damage has an interesting line to follow. They were all heavily into Team Fortress which was the blueprint for their own class system and in particular they drew from the map Dustbowl, which was the precursor to SD:s "stop watch" game mode (attackers and defenders take turns to set the best time for attacking).

What mainly sets them apart from TF though is how objectives are completed. Some objectives in RtCW (later Enemy Territory) required a specific class to complete. I'm no expert here, but the engineer, at least, was used to set charges and blow stuff up.

Quake Wars took it further, now each class apart from the medic and support class had a specific objective tied to their class. "Spies" hacked, "engineers" repaired (and defused) and "assaults" demolished. Medics and supports kept their team alive and stocked with ammo, and medics were vital when the "reverse CTF" objectives popped up. Still with attackers and defenders like Dustbowl and ET, though now with asynchronous teams consisting of Strogg and GDF, both with very distinct play styles.

Quake Wars also added vehicles to the mix and had huge maps divided into stages that went from outdoor to indoor depending on the objective. With several side objectives (guns/towers to repair, barricades to blow up) to complete as well.

The vehicles by the way, felt very special. Every weapon could damage any vehicle, not like in Battlefield where you're invulnerable to small arms fire in a tank. This helped level the playing field, and while vehicles were very powerful, any class could theoretically destroy a tank, and vehicles couldn't get to every objective, so there was always a strong focus on infantry. Vehicles were also very detailed where you could shoot individual wheels of a quad bike and watch it struggle on two wheels.

Brink then came and stripped a lot of that away. You can still see the TF influence, but everything is on a much smaller scale. No vehicles, smaller maps, less diverse weapons, identical teams, fewer deployables etc. You could also argue that the movement is gimped due to the level design and the low skill ceiling that hampered creativity, though I didn't follow the metagame there so I can't say how it went.

Something that's stuck with the series from at least ET is that one "game" is a campaign consisting of three maps. You'd gain experience for every objective, kill and team helping effort you did. The XP would unlock items and abilities that stuck with you through the campaign and then whiped after the third map, starting you fresh on a new campaign. It's not very well balanced though, leading to a slight snowball effect for winning teams. However it's always been the most popular, even though the maps were balanced for stop watch, generally slightly favoring attackers to avoid stalemates.

Anyway, I don't think you can really tie all that into Titanfall. Sure you have a lot of freedom in the way that you move, and QW had orbital drops as well as a mech, other than that though? Nah.

Games that did follow to some degree were Section 8 and Killzone 2 (MP). Section 8 has a lot in common with QW with its large maps and deployables, though it probably more of a slower, more strategic version of Tribes. And all three games had jet packs, Quake Wars even had skiing like Tribes (though to a lesser degree)!

Killzone 2 is more similar, with very distinct classes, a combat capable medic, and dynamic objectives. The way it handles objectives is particularly interesting. Where ET, ET:QW and Brink, had a set, linear path where you went from one objective to the next, Killzone 2 would blow a whistle and switch the game mode. In ET:QW, one map could go from plant/disarm -> escort -> hack objective -> reverse CTF. In Killzone 2, you could land with, for example, TDM -> VIP -> domination -> back to TDM, and so on.

So Section 8 is probably a stretch and more related to Tribes, but with KZ2, I always felt like I was playing a watered down (slower, less complex) version of ET:QW.

Wrote that on my phone so please pardon my rambling! :)
 
This topic is all sorts of crazy unless you only ever owned Sony consoles and heard about other systems via osmosis.

Maybe that lack of competition made the MP good. Hard to say. There weren't many MP FPS on N64.

I know right?
It only had Goldeneye, Perfect Dark, The World is Not Enough, Armorines, Doom, Quake, Quake 2, South Park, Forsaken, DukeNukem, Turok, Turok 2, Turok 3, and Turok Rage Wars.

GE was the predecessor of MoH (which was the clone of it), and indirectly inspired both all ironsight shooters (with its 'aim' button rather than being expected to free-aim which mimicked PC mouselook controls) and is also the predecessor of pseudo-FPSes like Killer 7 and Maken X where 'moving' and 'firing' are split into seperate gameplay states.

Quake is the precursor of all FPSes that involve actual 3 dimensional space and physics based movement; apart from its contribution to staples like rocket and grenade jumping, its frictionless airtime led directly to intentional movement systems like bunny-hopping for increased speed and mobility, which then leads directly to systems like Tribes Skiing.

As the opener for Mods, it also directly led to HL and its mod support (which I'll get to in a moment), and UT mutators and mods, but also as a result of fan made mods we see class based FPS (Threewave CTF) created, which led to TFC, to RTCW, to the splash damage titles, to TF2, and to modern FPSMMOs like Global Agenda or Planetside

HL created script triggered based single player titles where 'you' are in the cutscenes, which directly leads to every damn modern FPS single player campaign ever.

Hexen directly leads to Heretic, which directly leads to Morrowind, Oblivion, et al, with a sideways path going past Ultima Underworld.

Previews for TF2 prior to its release spawned an entire subgenre of 'commander' FPSes, seen in the BF commander role to a lesser extent, but also much more clearly in titles like Natural Selection, Savage or Nuclear Dawn.

I mean, an actual FPS tree could be generated, but most of the games listed in the OP basically ignore where most FPSes came from in the PC space.
 
What mainly sets them apart from TF though is how objectives are completed. Some objectives in RtCW (later Enemy Territory) required a specific class to complete. I'm no expert here, but the engineer, at least, was used to set charges and blow stuff up.
)

Enemy Territory is my most played game of all time. The gameplay of objective modes, mainly stopwatch, where you set a time that other team needs to beat, was exactly that. (following is similar to RTCW, but I'll post these from pure ET viewpoint)

1. Soldiers were supposed to do just that, provide pure firepower: normal SMG guy was useless, but then there were MG42, Flamethrower, Panzerfaust, or Mortar, all of which had specific use cases.

2. Medics, the second most important class: provide healing and REVIVE other players. Absolutely essential class for any time, which also created another evolution of gameplay, the importance of gibbing. While Instagib was a popular mode in Quake, RTCW took it to the next level: gibbing meant that you couldn't revive the player and leaving ungibbed players meant easy way to pave route with medics only. This concept was there at least on Killzone 3 (and maybe 2, my memory is shabby, which seemed to take tons of inspiration from ET)

3. Engineer, the class others are supposed to support: create obstacles, destroy obstacles, fix tanks and vehicles and so on. Nearly all popular maps were engineer-maps, meaning that without an engi your team was destined to fail. This worked in both ways: attack and defence. Also, the secondary engi option, engineer with rifle grenades, provided an extra layer of tactics to the mix with rifle nades that you could bounce off walls with painful accuracy.

4. Field ops, firepower support group: provides air support in two different modes and hands out ammo. Essential in 6v6 situations.

5. Covert ops, special tactics: taking enemys outfit, backstabbing, running through enemy doors, letting your team in from the backdoor and so on. Also the sniper class.

On public modes. all these 5 classes had also 4 levels of upgrades, not unlike to modern COD kind of upgrades but restricted to one match only.

It's amazing that while competitive mode takes away half of the soldier class, the upgrades and restricted many of the other classes, it still provided deep tactical based shooting with tons of variety.
 

HTupolev

Member
Quake is the precursor of all FPSes that involve actual 3 dimensional space and physics based movement; apart from its contribution to staples like rocket and grenade jumping, its frictionless airtime led directly to intentional movement systems like bunny-hopping for increased speed and mobility, which then leads directly to systems like Tribes Skiing.
Nah.

The notion of "actual" 3-dimensional space is a load of nonsense, really. The old portal-based engines didn't support bridges and balconies, sure, and you couldn't use general sloped surfaces. But you could still form a lot of interesting 3-dimensional structures, and height could be just as relevant, both to movement and to lines of sight in shooting. Calling it "not actual" 3-dimensional space is misleading and not really very accurate, because although it's restrictive, it handles what's there in a functionally 3-dimensional way.

I don't know what the "precursor" to physicsing your way around a 3-dimensional environment in an FPS is, but Quake did not invent stuff like grenade jumping. At the very latest, people were doing that sort of thing in Marathon in 1994, using both recoil and explosives to take super awesome paths through levels.
 
If Quakes Wars resembles anything it is BF 2142.
Pretty much in theme only. Gameplay wise they're as far removed from each other as Raven Shield is from Call of Duty. No value judgment added to that, they're just not really similar at all when it comes down to it. Sure it has Conquest Assault (rush-ish), but so does TF to a certain degree.

Both do have walkers, hover tanks/helicopters, and generic sci-fi stuff, though.
 
The notion of "actual" 3-dimensional space is a load of nonsense, really. The old portal-based engines didn't support bridges and balconies, sure, and you couldn't use general sloped surfaces. But you could still form a lot of interesting 3-dimensional structures, and height could be just as relevant, both to movement and to lines of sight in shooting. Calling it "not actual" 3-dimensional space is misleading and not really very accurate, because although it's restrictive, it handles what's there in a functionally 3-dimensional way.

It wasn't fully functional prior to Quake.

The reason Quake 1 speedruns are so insanely quick is because Players prior to Quake did not (and could not) think of a gameworld as an actual 3D space, which allows for entire sections of level to be bypassed by rocket jumping (or whatever) because you didn't have to portal to a seperate 2D plane.

Marathon and ROTT both had vertical rocket jumping, but it was still just moving between seperate 2d Planes, unlike Quake where you had actual 3D space and geometry to move on and around (and it would be very hard to argue that modern FPSes don't owe more the the 'true 3D' of Quake than the pseudo-3D of D3D / ROTT / marathon, right down to have to put invisible walls around levels to stop people escaping via geometry)
 

besada

Banned
Someone, who has much more time than I do, should break down all of the gameplay elements ever to appear in a shooter. Then, figure out which game each first appeared in. Then create a list of modern FPS shooters, and show their DNA by way of listing each of these discrete elements.

So, elements would be things like jump, dual-stick move/aim, iron sights, regenerating health, jetpacks, etc.

So then you could categorize Titanfall with X% Doom, X%MoH, X%CoD, etc.

I think there's too much cross-pollination to do a true "family tree", but something more complex would be interesting. Someone go do this and then create a colorful and useful chart for the rest of us.
 

PensOwl

Banned
This needs a section for NOLF, Deus Ex, Bioshock, etc.

Also Arma, DayZ, Borderlands/Dead Island, and L4D all seem to be thier own genre

Edit: beaten. Guess I should read the thread more closely
 
Just chiming in to echo the love for playing shooters with the wii remote. I love that controller and am so sad the wiiu wasn't a super wii.
 
MoHAA is still the best FPS of all time, because it took real world structures and made amazing maps with them. Plus it took the twitch arena style and married it with the now standard modern duck and cover corridor combat. It's also probably the last AAA fps to have lean while moving, as the expansion pack released months later would take it out. Also health packs which add for some amazing cat and mouse. I still hop on a server now and again, and it still holds up. Truly a work of art, and it's sad it's reputation is a smouldering wreck now.

http://www.youtube.com/watch?v=KmdVuflSN4U

Battlefield 4 lets you do this on Xbox One through the Kinect integration.
 
Quake is basically THE game to talk about with this shit. Between the mods and Quakeworld the contributions are kinda endless and the effects it had still stand. Anyone that played an online fps before Quakeworld then experienced the jump to Quakeworld. Yeh.
 
The Build engine games introduced very talkative and unique protagonists which wasn't really the case in earlier FPS'. Duke Nukem 3D, Blood, Shadow Warrior and Redneck Rampage all have the evidently non-silent, strongly defined protagonist. These games I believe also introduced more unique secondary weapons like laser tripmines and remote explosives as well as an inventory with gadgets and items (although this was present years earlier in Heretic and Hexen).

I'd also like to mention one more game from the more open ended tree, Project I.G.I. Haven't played it in over a decade but I remember it having vast levels and mission objectives ranging from hacking systems to assassinations.

As for the very roots, yeah, there are some gems like Battlezone, Star Wars Arcade and lots of experiments in 3D graphics and first person gameplay on early computers with games like Mercenary, Mean Streets, Total Eclipse, Driller, Sentinel, Eidolon, and even some flight and tank sims.

There's also a very long history of first person RPGs but I suppose they don't really fit into this topic since they were mostly dungeon crawlers with turn based movement.
 
What about Goldeneye?

It had Sniper rifle, stealth, a decent AI compared to other FPSes at the time, silencer, non-linear mission objectives, cameras that could spot you, enemies that would run for alarms, perfect hit boxes that allowed precise targeting, you could hit enemies on legs, hands, head etc with different results and damage, movement of the gun was independent from the movement of the camera and last but not least, real dual analog control support for the first time for console FPSes (yes, with 2 analog sticks).

Definitely on my list. I got my first feeling of competitive FPS with this. Few have done it better pound for pound.
 

Mman235

Member
It's like I slipped into an alternate universe where Half-Life doesn't exist

Seriously what the fuck. Lists tracing the genealogy of modern shooters and lacking HL are automatically joke lists.

Unfortunately Half life is only good for the mods it spawned.

If you're talking about personal opinions then it's irrelevant to this thread. If you're talking about the base game's influence then this is an insane opinion; it's probably harder to find a modern shooter without something that was popularised by HL1 than one with something from it.

The fact you praise Medal of Honor in this thread is even funnier as guess what game MOH was really obviously inspired by?
 
This is a really cool idea. I'd love to see this whole thing fleshed out. I'm still reading through the thread, but I agree with the "Shock" idea - games that were less shooter than they were about story and immersion.

I started reading up on some of these games, and got pulled in, so I'm putting the family tree image together.

https://docs.google.com/drawings/d/1KgYEVUDmDXJwooSw7GDzK6MzKr1SrDyp690fTaT2TQg/edit?usp=sharing

It's pretty loose right now, and anyone can edit or add to it. I just dumped some images and formed a rough breakdown to start.

12yzWU2.jpg


Unreal was CliffyB's first attempt at a story driven FPS, with colored lighting, so I'm giving it the credit for going with a more cinematic route(corridors). Duke Nukem and Shadow Warrior were also story driven, but were still firmly in the arena area. Tribes was the OG of class based warfare, which the rest put their own spin on.

Counterstrike went even further going modern. Medal of Honor is there for implementing functioning AI, and Allied Assault for pushing the modern angle while retaining the twitch of Quake, which the original MoH, being on PSX couldn't have.

If you notice, after MOHAA, Splash Damage made the next three games that directly lead to Titanfall, each of which further pushes Respawn's original objective based gamepay further.

I can't wait to see this all drawn out. Hope you keep going with it.

Edit: Also. I'd like to add that if we make some sort of collage out of this, that we stick to the bigger titles in the genre. I know that's somewhat subjective though. For example, I don't think Brink should be in the picture.
 

gabbo

Member
I feel like Quake 1 and 2 represent different branches for the genre than Quake3, much like Unreal and UT play very differently and don't really correspond to the same lines, engine and name aside.

Also Half Life is more or less the start of the left most branch of the tree that atr0cious drew up.
 

akira28

Member
I was kind of expecting an actual family tree type chart. There were some pre-Doom FPS games that were omg crazy good. I can't even remember the names because they were so small production, but damn. They were unique looking, really blocky polygon style, more like a flight sim but on the ground. I was hoping to see some of them listed here actually.

OP is more like a quick 2 minute rundown on the "history" of FPSs.
 
I feel like Quake 1 and 2 represent different branches for the genre than Quake3, much like Unreal and UT play very differently and don't really correspond to the same lines, engine and name aside.

Also Half Life is more or less the start of the left most branch of the tree that atr0cious drew up.
The MP is still following the same path for all of those. Would you then divide up MP and SP, since both modes could draw from different roots in the same game?
 

HTupolev

Member
It wasn't fully functional prior to Quake.

The reason Quake 1 speedruns are so insanely quick is because Players prior to Quake did not (and could not) think of a gameworld as an actual 3D space, which allows for entire sections of level to be bypassed by rocket jumping (or whatever) because you didn't have to portal to a seperate 2D plane.

Marathon and ROTT both had vertical rocket jumping, but it was still just moving between seperate 2d Planes, unlike Quake where you had actual 3D space and geometry to move on and around
You're going to have to explain this better. What do you mean by "portal to a separate 2D plane"? Grenade/rocket/whatever jumping in Marathon is pretty much exactly like it is in Quake; you use the explosive force and/or recoil to propel you, with lateral and vertical force, to another surface.
If you're referring to the fact that the player crosses between polygons during the jump... what does that have to do with the realness or completeness of the grenade jump mechanic?

Saying that "players did not (and could not) think of a gameworld as an actual 3D space" just sounds completely baffling to me. As I said, the content in Marathon behaves in a functionally 3D way, even if the map design is restrictive compared with "fully 3D" engines like Quake. I certainly think of Marathon's worlds as an actual 3D space, and I say that despite having used the "2D" editing tools.

I guess I'm just not connecting where you're drawing the line between "full functional" and "not fully functional". Being able to grenade jump in a world with bridges and balconies? Being able to grenade jump off of sloped surfaces? Being able to grenade jump in a game that also has a standard jump button? It's pretty much going to have to be one of those things, because there's not much else separating them. And personally, I don't see how any of those things makes grenade jumping any less grenade-jumping-ish.

Also, the reason Quake speedruns are fast is because Quake is fast. Marathon players absolutely do things like use recoil and explosion physics to leap over gaps, and bypass things.
 
I would say the AI in Playstation's first MOH was the showstopper at the time.Goldeneye was hilarious with how the NPCs reacted, even doing a roll then flopping on death.
This was always my biggest problem with Goldeneye. Animation frames had to finish first before shots would register. I swear, the Klobb would've been good, had it not been for this. :p
Half life is the start of all cinematic FPS games
If anything, I think Duke Nukem 3D might give HL a run for its money. WIth all of the movie references, cutscenes, and being able to see yourself, I think it was the closest to a cinematic experience as the technology would allow.
 
Crysis was almost the perfect shooter.

9.9 out of 10

The only thing holding it back from the perfect score is the shitty last alien levels and the fact that not all levels were as open and free-form as Onslaught and Assault.

Crysis should in a non-cruel world have rendered all other shooters obsolete.
The correct answer.
 
Hexen directly leads to Heretic, which directly leads to Morrowind, Oblivion, et al, with a sideways path going past Ultima Underworld.
Though I'd say it splits between Arx Fatalis and Morrowind. Where Arx Fatalis takes a more action oriented route, then scales back the RPG-elements even further for Dark Messiah, and then again for Dishonored.

I feel like Thief should be in there somewhere as well...
 

Foffy

Banned
The tree should have many more branches:

Open World Military Shooter:
Delta Force, Operation Flashpoinr, Arma, Arma2, Operation Flashpoint 2, Arma 3

Dragon Rising (OFP2) isn't really an open world military shooter. It's more of a tactical shooter, for it has many arcadey elements.

An extension to that listing would also include Iron Front: Liberation 1944, which is ArmA II in World War II, essentially. Same engine as ArmA II, and has since been modded into ArmA II and III.
 

atr0cious

Member
Seriously what the fuck. Lists tracing the genealogy of modern shooters and lacking HL are automatically joke lists.



If you're talking about personal opinions then it's irrelevant to this thread. If you're talking about the base game's influence then this is an insane opinion; it's probably harder to find a modern shooter without something that was popularised by HL1 than one with something from it.

The fact you praise Medal of Honor in this thread is even funnier as guess what game MOH was really obviously inspired by?

I'm sorry, but Half-Life was a "cinematic" remake of doom, that had more interest in story than gameplay. It was praised for it's immersiveness and I guess you could credit them with interactive objects, but that's more an evolution of tech than FPS.

But there were games that were solely about the cinematic experience, like Unreal(colored lighting), which predates Half-life. Half-Life lives on in counterstrike and TFC, though.

Edit: Also. I'd like to add that if we make some sort of collage out of this, that we stick to the bigger titles in the genre. I know that's somewhat subjective though. For example, I don't think Brink should be in the picture.

Brink is there, because Splash Damage is a prolific FPS dev who pushed the FPS twitch genre alone as it died around them in the wake of modern shooters. It is also the prequel to Titanfall in gameplay and in concept. Which is great since ETCW was an evolution of MoHAA.
 

vio

Member
Τurok 1 should be mentioned IMO.

It was the first fully 3D FPS with huge outdoor levels and fully polygonal enemies who had proper animation, unlike Quake's two-frame stop motion puppets.

True.

Terminator Future Shock came out in 1995, before Turok 1 and Quake 1. 3D polygonal graphic (enemies and environments) and first game with WASD + mouse controls, although not by default like in Terminator Skynet from 1996.
 
Also, the reason Quake speedruns are fast is because Quake is fast. Marathon players absolutely do things like use recoil and explosion physics to leap over gaps, and bypass things.

You really need to play Quake and watch some of its speed runs before continuing with this discussion, because its more than 'jumping over gaps'.

Its things like landing on geometry that was never supposed to be playable areas (like torches in the walls). Its rocket jumping 'under' a bridge, while side strafing to land 'on top' of a bridge. Its things that are literally impossible to do without an actual 3 dimensional space to move in.
 

Orayn

Member
I elaborated a bit on the Immersive Sim side of the family tree. Having a hard time figuring out where to fit STALKER.

Also, I kind of want to do a dotted line connecting Ultima Underworld to Doom, since part of the inspiration for Doom's engine was Carmack seeing UU at a convention and thinking "I can make a renderer like that, but faster." The earlier prototype version of Doom was also a lot more RPG-like and bore similarities to Strife, System Shock, and UU.
 

atr0cious

Member
I elaborated a bit on the Immersive Sim side of the family tree. Having a hard time figuring out where to fit STALKER.

Also, I kind of want to do a dotted line connecting Ultima Underworld to Doom, since part of the inspiration for Doom's engine was Carmack seeing UU at a convention and thinking "I can make a renderer like that, but faster." The earlier prototype version of Doom was also a lot more RPG-like and bore similarities to Strife, System Shock, and UU.

Did Raven have close relationship with id at the time? I know they used their engines, because Heretic and Hexen were Carmack's dream come true, or was it just an evolution of tabletops and muds using an fps base?
 
Top Bottom