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Blogs

  What makes a great First Person Shooter?
by Kevin Gallant on 04/06/11 01:49:00 pm
4 comments Share on Twitter Share on Facebook RSS
 
 
The following blog was, unless otherwise noted, independently written by a member of Gamasutra's game development community. The thoughts and opinions expressed here are not necessarily those of Gamasutra or its parent company.

Want to write your own blog post on Gamasutra? It's easy! Click here to get started. Your post could be featured on Gamasutra's home page, right alongside our award-winning articles and news stories.
 

VISUAL METRIC EVALUATION FOR FPS

Ability to maintain framerate





Able to display a large number of objects at one time



Accurate Lighting/Shadows





Amazing! Nothing wrong with it!





Animated mesh models

3




Atmosphere






Atmospheric Effects(Reflection/Refraction from heat/water)


Average - polish, but is completely playable.

Clarity, Simplicity, Quality, Structure, Ease of use



Collision detection






Cool Lights






Correct HUD






Curved surfaces






Destructible Terrain






Detail






Detailed Environment






Detailed/Lossless Vistas





Don’t even try it. It is unplayable.





Draw Distance






Dust and sparks






Ease of use






Elements of weather






Explosion (van)


4




Fire






Fluid water






Fog






Framerate : little to no lag during effects, explosions



Gravity






Great graphics






Gun firing particles






Interaction






Length of draw distance





Lighting


12

TOP



Cameras






Materials






mesh models






Models






Multiple Textures / Lighting





Needs a bit of work, Doesn’t crash but could use quite a bit of extra polish.

Needs a lot of work. Is glitchy and/or causes the program to crash.

No clipping






Number of onscreen effects possible




Partical effects


6

SECOND



phsyics of distruction






Physics






physics on the explosion





Physics Representation(Particles)





Quality of weather and particle effects




Quality, Structure, Ease of use





Rain






Realistic lighting and shadows





Realistic physics






Shading


4




Simplicity, Quality, Structure, Ease of use




Smoke






Snow






Sparks






Specular bloom






Static mesh models






Structure, Ease of use






Terrain Destruction






Terrain Quality






Textures


6




The large amount of detail in the fence, cloth, wall and background.

Trees/Terrain






Very Good. Fun to look at, and completely playable.



Volumetric fog






Water (texture/physics)

5




Wavy cloth with gun particle affects.




Wind in the cloth






 
 
Comments

Luis Guimaraes
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Gameplay.

Tiago Faucz
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Features pool for Duty Calls 2?

Jack Garbuz
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Well, what made for a great movie action-adventure-shooter, like Die Hard?



Whatever works for a good thriller/shooter in the movies, should work in video games, if properly implemented. You have listed some of the technical factors and challenges in implementing the atmospherics and the creation of proper tension, as well as the relevant game mechanics and props. Consulting a good movie director could be helpful.

David Oso
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thanks...I'll keep them in mind and look back for reference


none
 
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