FPS innovations that are awesome..

Page 2 - Seeking answers? Join the AnandTech community: where nearly half-a-million members share solutions and discuss the latest tech.

psihog

Senior member
Sep 21, 2003
235
0
76
ability to add mods... i'm not sure but I do believe this is a FPS innovation. adopted by other game genre later..
 

GundamSonicZeroX

Platinum Member
Oct 6, 2005
2,100
0
0
Originally posted by: AstroManLuca
Originally posted by: brxndxn
Here's some 'innovations' I can think of that made FPS games completely awesome..

Falling Down - Halo

Jumping - Halo

Trip Mines - Halo

Vehicles - Halo

Bullet Time - Halo

Sweet slow mo camera - Halo

Bouncing grenades - Halo

Realistic outdoor environment - Halo

Realistic explosions - Halo

Nuclear Bombs - Halo

Realistic Steam - Halo

Vast environment - Halo

Gravity manipulation/wind - Halo

FPS on consoles - Halo

FPS as a genre - Halo

fixed ;)

*sniff sniff*
I smell a troll.
 

NiKeFiDO

Diamond Member
May 21, 2004
3,901
1
76
Originally posted by: BFG10K
The Marathon series did a lot of firsts:

[*]Dual weapons.
[*]Clips & reloading.
[*]Alt fire.
[*]Multiple ammo types for one gun.
[*]Health and save wall stations.
[*]Weapons that didn?t work under water or in a vacuum.
[*]A power suit with multiple levels of shielding/health.

Originally posted by: AmberClad

I wonder which game was the first where you could see the rest of your body and legs if you looked down.
The first game I remember doing this was Gore (2002).


oh wow, memories from years ago - that was a great game.
 

Gothgar

Lifer
Sep 1, 2004
13,429
1
0
I can't believe Goldeneye hasn't been mentioned...

Honestly this has the be considered the first real deathmatch game for consoles

It also had stealth
Unlockable characters
It also had a zoomable sniper rifle
etc etc
 

Fenixgoon

Lifer
Jun 30, 2003
33,317
12,895
136
Originally posted by: NiKeFiDO
Originally posted by: BFG10K
The Marathon series did a lot of firsts:

[*]Dual weapons.
[*]Clips & reloading.
[*]Alt fire.
[*]Multiple ammo types for one gun.
[*]Health and save wall stations.
[*]Weapons that didn?t work under water or in a vacuum.
[*]A power suit with multiple levels of shielding/health.

Originally posted by: AmberClad

I wonder which game was the first where you could see the rest of your body and legs if you looked down.
The first game I remember doing this was Gore (2002).


oh wow, memories from years ago - that was a great game.

yeah, marathon was FTW. and it's hard ><
 

Lonyo

Lifer
Aug 10, 2002
21,938
6
81
Originally posted by: HamburgerBoy
Originally posted by: brandonb
These are AFAIK...

Planetside - 1000 on a server.
Planetside - You can aim your anti aircraft missile as its flying through the air.
Planetside - You can put gun turrets on the ground that fire automatically on enemies.
Heretic - First mouselook game.
Doom - First online game you could play on the null modem or whatever as a makeshift "lan" game.
Quake - First fully polygon non sprite game.
Quake - Rocket Jumping.
Duke Nukem 3d - Can give money to strippers to see their boobs.

What's the difference between that Planetside anti-aircraft missile and, for example, the missile launcher in Half-Life? I haven't played Planetside, but you can certainly aim your missile around in Half-Life. Terminator: Future Shock mostly utilized texture-mapped polygons (although your carried weapons were still sprites). Marathon had grenade/rocket jumping, and as an added bit of trivia, a flamethrower that doubled as a jetpack in low-gravity levels.

Unreal also had the Redeemer, which you could fly.
 

Ichigo

Platinum Member
Sep 1, 2005
2,158
0
0
Originally posted by: GundamSonicZeroX
Originally posted by: AstroManLuca
Originally posted by: brxndxn
Here's some 'innovations' I can think of that made FPS games completely awesome..

Falling Down - Halo

Jumping - Halo

Trip Mines - Halo

Vehicles - Halo

Bullet Time - Halo

Sweet slow mo camera - Halo

Bouncing grenades - Halo

Realistic outdoor environment - Halo

Realistic explosions - Halo

Nuclear Bombs - Halo

Realistic Steam - Halo

Vast environment - Halo

Gravity manipulation/wind - Halo

FPS on consoles - Halo

FPS as a genre - Halo

fixed ;)

*sniff sniff*
I smell a troll.

Ahaha.
 

akugami

Diamond Member
Feb 14, 2005
6,210
2,552
136
Originally posted by: BFG10K
The Marathon series did a lot of firsts:

[*]Dual weapons.
[*]Clips & reloading.
[*]Alt fire.
[*]Multiple ammo types for one gun.
[*]Health and save wall stations.
[*]Weapons that didn?t work under water or in a vacuum.
[*]A power suit with multiple levels of shielding/health.

You forget the wonderful multi-player modes. Seriously, back when the Doom crowd was still running around in FFA matches, Marathon had awesome multi-player modes such as my two personal favorites Kill the Man with the Ball and King of the Hill.

The multiple triggers/ammo for most of the guns was great as well.

Night vision in levels that support turning off the lights was awesome as well.

Sadly most PC gamers don't know about the awesomeness of Marathon as it was predominantly a Mac game. The good thing is it's an open source project now.

http://source.bungie.org/
 

bunnyfubbles

Lifer
Sep 3, 2001
12,248
3
0
Originally posted by: SunnyD
I can't believe NOBODY listed Tribes.

It's the first FPS that felt MMO (even with only 20-30 people). Deployables. Vehicles. Movement along the Z-axis. CTF. Weapon loadout customization. Good lord people.

Unfortunately too many people never saw the light (or if they did they got raped too hard and too fast by players to were miles ahead on the learning curve to be able to truly see it).

There was just so much you could do with Tribes that it really sky rocketed the learning curve. All the little things such as being able to toss weapons or ammo to other players, to the more grandeur things such as skiing throughout the vast outdoor environments between massive bases.

There was never a FPS game before, during, or since where you were as free as you were in Tribes 1 and 2.

Also, the game is very much capable of handling ~100+ players (especially its sequel, Tribes 2), it just wasn't practical back in the days of Pentium 2s and 3s and dial up.


Originally posted by: BFG10K
Originally posted by: AmberClad
I wonder which game was the first where you could see the rest of your body and legs if you looked down.
The first game I remember doing this was Gore (2002).

Tribes 2 did it in 2001
 

Scooby Doo

Golden Member
Sep 1, 2006
1,034
18
81
Originally posted by: BFG10K
The Marathon series did a lot of firsts:

[*]Dual weapons.
[*]Clips & reloading.
[*]Alt fire.
[*]Multiple ammo types for one gun.
[*]Health and save wall stations.
[*]Weapons that didn?t work under water or in a vacuum.
[*]A power suit with multiple levels of shielding/health.

Originally posted by: AmberClad

I wonder which game was the first where you could see the rest of your body and legs if you looked down.
The first game I remember doing this was Gore (2002).

I remember Blake Stone (A Wolf3d engine) having health wall stations (aka snack machines i think???)

Also I remember it having "good guy" scientists that gave you coins.
 

AstroManLuca

Lifer
Jun 24, 2004
15,628
5
81
Originally posted by: coreyb
halo did all those things first? think not.

Haha, yeah, that's the joke... once in a while some kid will claim that Halo was the first console FPS, and it's led to people jokingly claiming that Halo invented practically every modern FPS convention. It did a few things like regenerating health, but it wasn't really the first at much of anything. It did, however, do certain things better than any previous game.

Originally posted by: ShawnD1
Halo may have been the first game to have a major issue with teabagging other players.

That's a good point. I don't remember seeing any teabagging in any game prior to Halo.
 

SunnyD

Belgian Waffler
Jan 2, 2001
32,675
146
106
www.neftastic.com
Originally posted by: bunnyfubbles
Originally posted by: SunnyD
I can't believe NOBODY listed Tribes.

It's the first FPS that felt MMO (even with only 20-30 people). Deployables. Vehicles. Movement along the Z-axis. CTF. Weapon loadout customization. Good lord people.

Unfortunately too many people never saw the light (or if they did they got raped too hard and too fast by players to were miles ahead on the learning curve to be able to truly see it).

There was just so much you could do with Tribes that it really sky rocketed the learning curve. All the little things such as being able to toss weapons or ammo to other players, to the more grandeur things such as skiing throughout the vast outdoor environments between massive bases.

There was never a FPS game before, during, or since where you were as free as you were in Tribes 1 and 2.

Also, the game is very much capable of handling ~100+ players (especially its sequel, Tribes 2), it just wasn't practical back in the days of Pentium 2s and 3s and dial up.


Originally posted by: BFG10K
Originally posted by: AmberClad
I wonder which game was the first where you could see the rest of your body and legs if you looked down.
The first game I remember doing this was Gore (2002).

Tribes 2 did it in 2001

I forgot to mention Skiing and Mortar Jumping.
 

PingSpike

Lifer
Feb 25, 2004
21,758
603
126
Originally posted by: BFG10K
Originally posted by: AmberClad

I wonder which game was the first where you could see the rest of your body and legs if you looked down.
The first game I remember doing this was Gore (2002).

IIRC, Blood II: The Chosen (1998) featured this. You could even shoot your own feet. Not sure if this was the first game to do it or not though.
 

PingSpike

Lifer
Feb 25, 2004
21,758
603
126
Why are so many people attributing something simple like "bouncing grenades" to Quake? I'm pretty sure a plethora of 2.5D games featured that. Hell, I'm pretty sure the special green flasks in Hexen when used by the fighter bounced off of walls.
 

Sho'Nuff

Diamond Member
Jul 12, 2007
6,211
121
106
Originally posted by: brxndxn
I was just playing UT3 and I kept thinking how awesome it is when your player gets hit and 'falls down' and has to get up.. Freaking genius.. Can't believe it took so long for something like that to be added to fps games..

Here's some 'innovations' I can think of that made FPS games completely awesome..
Bullet Time - Max Payne* (third person)

I is a common misconception that Max Payne was the first to introduce bullet time. In fact, bullet time was introduced at least 4 years earlier by a fun, but little played game called Requiem, Fallen Angel.

See
http://en.wikipedia.org/wiki/index.html?curid=3221009

and

http://www.mobygames.com/game/...requiem-avenging-angel
 

Sho'Nuff

Diamond Member
Jul 12, 2007
6,211
121
106
Originally posted by: soxfan
Originally posted by: brxndxn
I was just playing UT3 and I kept thinking how awesome it is when your player gets hit and 'falls down' and has to get up.. Freaking genius.. Can't believe it took so long for something like that to be added to fps games..

Here's some 'innovations' I can think of that made FPS games completely awesome..
Bullet Time - Max Payne* (third person)

I is a common misconception that Max Payne was the first to introduce bullet time. In fact, bullet time was introduced at least 4 years earlier by a fun, but little played game called Requiem, Fallen Angel.

See
http://en.wikipedia.org/wiki/index.html?curid=3221009

and

http://www.mobygames.com/game/...requiem-avenging-angel

Can't beleive no one has mentioned realistic dismemberment. I beleive Soldier of Fortune brought that goodness to FPS.



 

Munky

Diamond Member
Feb 5, 2005
9,372
0
76
Originally posted by: soxfan
Originally posted by: soxfan
Originally posted by: brxndxn
I was just playing UT3 and I kept thinking how awesome it is when your player gets hit and 'falls down' and has to get up.. Freaking genius.. Can't believe it took so long for something like that to be added to fps games..

Here's some 'innovations' I can think of that made FPS games completely awesome..
Bullet Time - Max Payne* (third person)

I is a common misconception that Max Payne was the first to introduce bullet time. In fact, bullet time was introduced at least 4 years earlier by a fun, but little played game called Requiem, Fallen Angel.

See
http://en.wikipedia.org/wiki/index.html?curid=3221009

and

http://www.mobygames.com/game/...requiem-avenging-angel

Can't beleive no one has mentioned realistic dismemberment. I beleive Soldier of Fortune brought that goodness to FPS.

Yup. And the HL2 gravity gun - the way physics was meant to be played (C)
 

skace

Lifer
Jan 23, 2001
14,488
7
81
Any list to come out of this thread is going to be horribly inaccurate. You'd have to date not only every FPS game but every mod for each game and then list new features brought on by these. I bet people would find that 90% of the big features appeared in mods in some form at an earlier point.
 

skace

Lifer
Jan 23, 2001
14,488
7
81
Originally posted by: DaveSimmons
Duke 3D - had destructible environments long before Red Faction, though the destruction was (more) scripted.

Scripted destruction != destructible environments.

The destructible environments in D3D was hitting a button and watching a square building descend into the ground.
 

PingSpike

Lifer
Feb 25, 2004
21,758
603
126
Originally posted by: skace
Originally posted by: DaveSimmons
Duke 3D - had destructible environments long before Red Faction, though the destruction was (more) scripted.

Scripted destruction != destructible environments.

The destructible environments in D3D was hitting a button and watching a square building descend into the ground.

Well, it was a little more then that...but I'll agree, they were just scripted events trigged by a sprite.

I'm not really sure any game other then Red Faction has really gone to that level still?