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Modern shooters and the atrophy of fun

I don't think the article is limiting the discussion to Infinite. But I think it is the focus because:

1) It is the most topical since it is the latest instance

2) It is considered some kind of pinnacle of AAA design.

I just now glanced through some reviews; I honestly didn't know reviewers were praising the game design. I had assumed most of the positive impressions were directed towards the art and story. IMO the gameplay itself in Infinite is standard FPS fare, albeit with a few tweaks. Really surprised to see that the combat was praised so much.
 
I just now glanced through some reviews; I honestly didn't know reviewers were praising the game design. I had assumed most of the positive impressions were directed towards the art and story. IMO the gameplay itself in Infinite is standard FPS fare, albeit with a few tweaks. Really surprised to see that the combat was praised so much.

My favorite:


IGN.com said:
"It might not see fair, but many folks I know are hoping that Bioshock Infinite will become the savior for a genre that has become stale and predictable. ... And it is fitting that it is set in the sky... It will make you giddy to see how high it's successes will take you.
 
The way I see it, Kowaliski is making a parallel between an oldschool Ken Levine designed game, and his latest one. That's mostly the reason SS2 and BI are mentioned, really. Well, and the fact that it's a BI rant.

Gotta admint, I feel pretty much the same about Bioshock Infinite's shooting gameplay. For me, it's lacking. But, in combination with the audio-visual and story aspects, it's really on another level than most FPS games today. So it's a better game than any military shooter today, even if you shouldn't compare them on some levels.

As for SS2, man, I'm in love with that game. And I can still say the shooting mechanics are not very good at all. They haven't aged well, and weren't that good even then, from a purely shooter standpoint. System Shock 2 is more of a first person survival RPG mashup thing than a straight up first person shooter. Same with Deus Ex. And STALKER. I just think this needs to be said and taken into account.

The Bioshock games are straight up first person shooters with everything else streamlined and dumbed down. Or maybe in other words, they have crystallized the shooting mechanics and tried to make it all more dynamic. I'm not getting into why they did it.

There are still some very fun first person shooters today, I can't argue with that. But System Shock 2 was an extremely well made mix of different genres, an interesting story and different gameplay mechanics (most of which aren't necessarily related to the FPS genre). This is what's lacking today in games that are mostly first and sometimes third person in perspective and are relying on the shooter aspect for interaction.

Maybe I'm just saying rubbish here, but I believe that the "FPS" abbreviation is a bit outdated, or at least somewhat problematic. Making comparisons between Call of Duty and Dishonored just creates even more useless debate. As is comparing System Shock 2 to Bioshock Infinite.

Personally, I'd like a bit more of SS2's design and ideas implemented today, a more complex mashup of genres, but that's just me. Complex doesn't necessarily mean better, but it can damn well help. It's just that nowadays we have something called a (freakin' huge) video games industry, so the priorities are mostly different.
 
I wish we could get more Quake/unreal type games. i have ADD, and I like going fast. It's bizarre people think slow ADS CoD type games are fun. I want to zoom around the map shooting rockets and lasers and chasing people down. In my day kids loved unreal and quake. Counterstrike? Everyone hated that game for being too slow and hard.

This is why I loved the Halo series, it wasn't as fast as unreal/quake, but, it was still fast paced. It wasn't like CoD where you had to ADS and everything was slow.

Tribes was fucking fun and still is.

I just want to go fucking fast as hell and shoot things with my rocket launcher. Why is that so complicated?
 
More magic, movement, and alt-fire abilities in shooters!

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Dude, if you are going to list Batman Arkham (EDIT: And No More Heroes, jeez), then it is okay to list DmC for its mechanics.

I haven't played DmC yet, so I don't know how good the combat mechanics are.

On the contrary, I think, like the writer of this article, many of us are people who have played literally hundreds if not thousands of them. We have seen all the mechanical tropes of the genre a hundred times and want to see developers do something different.

A 15 year old girl who has only seen the latest romantic comedy is likely to be very happy with it and think it involves a sophisticated romance story. But that is because unlike the film critic, she does not realize that what she sees as genuine and fresh is actually trite, has been done hundreds of times before, and relies on formulas that are filled with holes.

This is actually a point the writer brings up himself in the article when he talks about the kinds of games he liked when he was 14.

Awesome, more blanket statements and assumptions. You know there is a difference between not liking something and something actually being bad right?
 
I love that this is an ongoing discussion following the release of Infinite. This is a problem that needs to be solved going forward with the coming generation of consoles. A return to focus on engaging gameplay in big-budget releases would be a huge improvement over the current status quo in the industry.

The reason that Infinite, in particular, has taken so much heat for its derivative, tedious combat is because it had an opportunity to finally represent an alternative to all of the COD-lite shooters that have flooded the market for years. It had a visionary director, a talented team, seemingly lots of freedom and development time, and critical reception that seemed to suggest that it was something revolutionary. The fact that it turned out just like every other bland shooter from a gameplay standpoint is an extremely disappointing reminder of the unlikelihood of things changing any time soon.

I am on the verge of competing my first play through of Infinite, and I can say that I have slogged through all of the firefights just to see where the story is going. I groan every time I walk into yet another room with tears, ammo, and other combat indicators.
 
just a thought on my personal tastes. i think going in the complete opposite direction would have worked well for infinite too.

min maxed the game on hard with mainly shock/bronco. the game doesn't reward charge / shotguns that much. too easy to die when charging in. or it's too easy to run the salts. even though there's a lot of pickups everywhere anyway.

i think it would have been a lot more fun and responsive if powers could be quick binded and if it played like a run and gun shooter. less of a deliberate take cover console shooter.

think about how fun jedi outcast was and how similar the powers were - mind trick, force pull/push/grip is like bronco, lightning and shield are just some that come to mind. not knocking infinite - i mean there are only so many ways you can kill a guy.

but the way it was incorporated in jedi outcast and how all the moves were used on the fly rather than going through a menu or two buttons meant you can play it on the fly. i'd rather just have pressed 4 and have lightning shoot out of my hands. waiting for the powers in infinite didn't feel fun because of the menu pause in selecting powers. if it were designed around that it would be a completely different game and other people would hate it too, but at least it wouldn't be in this netherzone of a shooter that it is in right now.

i think the recharging powers bar would have worked better in infinite too. picking everything up and rummaging through garbages encourages the player to explore and see more of the environment. but that's about it. it's more for the designer to show off his work. unless some of you find digging through garbage to be fun.
 
The reason that Infinite, in particular, has taken so much heat for its derivative, tedious combat is because it had an opportunity to finally represent an alternative to all of the COD-lite shooters that have flooded the market for years.

That, and the early gameplay trailers gave a glimpse of some truly different gameplay that the final game didn't totally deliver on. Whether that stuff was realistically possible is another discussion, but it certainly raised my expectations.
 
I had the exact same experince as he did Infinite. In fact, I verbally sighed when I'd enter a room with the tear ammo, turrets etc. because I knew "well, guess we are going to shoot some waves of dudes for a while."

Even if you like the window dressings of the plasmids and skylines, I don't know that anyone can say the combat demands much strategizing from the player. Maybe on 1995 mode, but definitely not on default.

I think an inherant part of the problem is the very idea of being a one man army mowing down waves of brainless dumb fodder enemies. Who is that engaging for? It is just busy work. Big Daddies were fun to fight in Bioshock 1 because they felt like an event.

Completely disagree about Infinite and the Big Daddies. The Big Daddies were such a chore in Bioshock 1 beyond the first one. They all fell prey to the same tricks and traps and every encounter wound up playing the same for me. Just couldn't really get into the combat in the first Bioshock at all beyond the novelty of the bee plasmid. Combat in Infinite on the other hand is always exhilarating and fun. Probably helps I'm playing on 1999 mode. For example, I rarely feel overstocked on ammo like the article complains about. There are many many times where I'll have a room still chock full of enemies and I'm hoping Elizabeth can scrounge up those extra two rounds, or I can last long enough to get guns from fallen foes because I'm full out of everything
 
A major problem I have with most shooters is the lack of a dodge mechanic. Without the ability to dodge, enemy attacks end up being unavoidable unless you're hiding behind cover, which generally isn't very fun. Like. Metroid Prime had a nice strafe jump dodge which opened up a bunch of fun possibilities for enemy and boss designs. Halo 4's thruster pack ability was damn close but it wasn't integrated as a core mechanic.

Just a thought.
 
A major problem I have with most shooters is the lack of a dodge mechanic. Without the ability to dodge, enemy attacks end up being unavoidable unless you're hiding behind cover, which generally isn't very fun. Like. Metroid Prime had a nice strafe jump dodge which opened up a bunch of fun possibilities for enemy and boss designs. Halo 4's thruster pack ability was damn close but it wasn't integrated as a core mechanic.

Just a thought.

you didn't need a dodge button back when you ran at 40 miles per hour anyway.

anyone complaining that FPS are mechanically shallow yet preferences thumbsticks anyway is part of the problem.
 
I tried to play System Shock 2 but was horribly bored. I'm sorry but slowly shooting a monkey for like 5 minutes hoping it would finally die is not fun in any way. Yes I know you need to find other solutions but everything in that game felt like a chore. There needs to be a balance and your character does not need to feel like a weakling. I am a big RE fan so I love the whole getting by with limited ammo bit but RE never makes the player feel like crap, if you got the guns they work. Just couldn't enjoy it, I much prefer the good fun action that Bioshock provides than that chore they called action of System Shock 2.
 
game doesn't reward charge / shotguns that much. too easy to die when charging in. or it's too easy to run the salts. even though there's a lot of pickups everywhere anyway.

.

LOL you are doing it wrong. Charge is by far the most overpowered game breaking super power in the game. You become unstoppable if you use it right.
 
Bioshock infinite gets a lot of points for allowing hipfire, having weapons that aren't only hitscan garbage and trying for a little bit of mobility in combat.

It's no painkiller but as the OP mentions at least it's not cod style ultratripe.

It's a shame the entire gameplay experience is sullied, killed then has its corpse shat on and in by the awful awful pseudo mouse controls. (emulated analog stick)
You could make the best gun behavior, have the most brilliant alt fires, best enemy AI, best sound and best movement physics that a thousand of the greatest game designers to live in the next ten thousands years can come up with, if you fuck up the controls to THIS extent it's all moot.
 
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